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Showing 1 to 15 of 31 results Save | Export
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Taguchi, Naoko – TESOL Quarterly: A Journal for Teachers of English to Speakers of Other Languages and of Standard English as a Second Dialect, 2022
This study intends to contribute to the methodological debate into L2 pragmatics research by examining the usability of immersive virtual reality (VR) for developing a pragmatics task. The study compared participants' speech act performance between two closed role-play tasks using different mediums: computer-based and VR-based. Sixty-two native…
Descriptors: Computer Simulation, Second Language Learning, English (Second Language), Pragmatics
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Yizhen Wang – Innovation in Language Learning and Teaching, 2025
Purpose: This study investigated the effects of an AR application (Civilisations AR) on EFL learners' oral proficiency in the dimensions of content, fluency, vocabulary, pronunciation, and grammar, as well as their attitudes and perceptions toward AR technology. Design: Utilizing a quasi-experiment, twenty-four EFL learners engaged in a…
Descriptors: Computer Simulation, Technology Uses in Education, English (Second Language), Second Language Learning
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Jabbari, Nasser; Eslami, Zohreh R. – Language Learning & Technology, 2023
This study investigated negotiations for meaning as conditions for second language (L2) learning in the context of a massively multiplayer online role-playing game, World of Warcraft (WoW) (Blizzard Entertainment, 2004). Varonis and Gass's (1985) and Smith's (2003a) models were used to identify negotiation episodes during on-task and off-task…
Descriptors: Computer Simulation, Role Playing, Video Games, Second Language Learning
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Ko, Shaun; Eslami, Zohreh R. – TESL-EJ, 2021
We present a systematic review of the literature on the use of multiuser virtual environments (MUVE) on the development of pragmatic competence in second language (L2) learners. Specifically, we reviewed studies examining the potential of L2 pragmatic development through synthetic immersive virtual environment (SIE) and massively multiplayer…
Descriptors: Pragmatics, Second Language Learning, Second Language Instruction, Teaching Methods
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Ebadi, Saman; Ebadijalal, Marjan – Computer Assisted Language Learning, 2022
This study reports the results of a mixed-methods investigation on the impact of a virtual reality (VR) tool on Iranian EFL learners' willingness to communicate (WTC) and oral proficiency. Twenty upper-intermediate EFL learners were divided into experimental and control groups role-playing as museum guides with and without Google Expeditions VR…
Descriptors: English (Second Language), Second Language Learning, Second Language Instruction, Foreign Countries
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Divekar, Rahul R.; Drozdal, Jaimie; Chabot, Samuel; Zhou, Yalun; Su, Hui; Chen, Yue; Zhu, Houming; Hendler, James A.; Braasch, Jonas – Computer Assisted Language Learning, 2022
Artificial Intelligence (AI) and Extended Reality (XR) have been employed in several foreign language education applications to increase the availability of experiential learning methods akin to international immersion programs. However, research in multi-modal spoken dialogue in L2 combined with immersive technologies and collaborative learning…
Descriptors: Second Language Learning, Language Acquisition, Artificial Intelligence, Computer Simulation
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Yurieva, Oksana; Musiichuk, Tetiana; Baisan, Dina – Advanced Education, 2021
The internet has offered numerous opportunities for educational content delivery. The main current delivery models for learning a language online range from more formal structured approaches provided by schools and universities, which typically take place in a VLE (Virtual Learning Environment) or LMS (Learning Management System), to more informal…
Descriptors: Informal Education, Second Language Learning, Second Language Instruction, Computer Assisted Instruction
Hoda Ahmed Yousry Mohammed – Online Submission, 2024
The aim of the current study is to investigate the effect of using life wide learning approach on developing English language Fluency for prep. stage students in the official Language Schools. The study adopted the one-group pre-post experimental design, with a pre-post fluency test along with a triangulation method that integrates both…
Descriptors: English (Second Language), Second Language Learning, Language Fluency, Learning Processes
Yasin Karatay – ProQuest LLC, 2022
The assessment of oral proficiency in English for Specific Purposes (ESP) contexts remains a central challenge for researchers, test developers, and classroom teachers (Knoch & Macqueen, 2020). This problem is apparent especially in Tourism and Hotel Management (THM) programs, where students are tested mostly based on grammar, vocabulary, and…
Descriptors: English for Special Purposes, Second Language Learning, Second Language Instruction, Tourism
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Kozyar, Mykhaylo M.; Nanivska, Lidiia L.; Romanyshyna, Oksana Ya.; Romanyshyn, Andriy M.; Yakimets, Yurii M. – International Journal of Higher Education, 2020
Modernization of the military system and its content has enhanced the value of the foreign language as a subject aimed at the formation of communicative competence of future officers. It mainly concerns a professional language, which is an obligatory part of the cadets' professional training. One of the main tasks of foreign language training of…
Descriptors: Communicative Competence (Languages), Second Language Learning, Second Language Instruction, Military Personnel
Naoko Taguchi – CALICO Journal, 2021
This exploratory study investigated the usability of immersive virtual reality (VR) as a way of creating a role-play task to examine pragmatic competence, specifically the ability to produce the speech act of request. The study created a closed role-play task in two versions. One was a standard computer-based version in which participants read a…
Descriptors: Pragmatics, Computer Simulation, Role Playing, Task Analysis
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Mirzaei, Maryam Sadat; Meshgi, Kourosh; Nishida, Toyoaki – Research-publishing.net, 2020
The emergence of virtual worlds and simulation games provide ample opportunities for developing cultural competence by offering a visual, contextual, immersive, and interactive experience. Learners can benefit from contextual interactions and develop cultural competencies by fulfilling quests or exploring the environment. However, most of the…
Descriptors: Experiential Learning, Cultural Awareness, Second Language Learning, Second Language Instruction
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Mirzaei, Maryam Sadat; Zhang, Qiang; van der Struijk, Stef; Nishida, Toyoaki – Research-publishing.net, 2018
This study proposes a virtual reality platform for language learners to practice a Target Language (TL) and develop cross-cultural competencies through interaction with peers or an AI-agent (limited scope), followed by a scheme for engaging learners to envision their conversations by disclosing their thoughts, reasoning, feelings, and…
Descriptors: Second Language Learning, Second Language Instruction, Sociocultural Patterns, Role Playing
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Karagiorgas, Dimitrios N.; Niemann, Shari – Journal of Educational Technology Systems, 2017
In the last 10 years, gaming has evolved to the point that it is now being used as a learning medium to educate students in many different disciplines. The educational community has begun to explore the effectiveness of gaming as a learning tool and as a result two different ways of utilizing games for education have been created: Gamification and…
Descriptors: Educational Games, Video Games, Comparative Analysis, Learning Processes
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Scholz, Kyle W.; Schulze, Mathias – Language Learning & Technology, 2017
Recent research in digital game-based language learning has been encouraging, yet it would benefit from research methods that focus on the gaming processes and second-language development (Larsen-Freeman, 2015) rather than learner/player reflection or individuals' beliefs about the validity of gameplay. This has proven challenging as research…
Descriptors: Second Language Learning, Second Language Instruction, Role Playing, Observation
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