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Kamil Bartu Feridun; Ümmü Bayraktar – Turkish Online Journal of Educational Technology - TOJET, 2024
In today's world, technology plays a significant role in shaping our daily interactions and how we connect with the world. The rapid advancements in technology have influenced many sectors, particularly education, where integrating technology is now seen as essential rather than just a luxury. As a result, the education field has adapted over time…
Descriptors: Computer Simulation, Educational Technology, Technology Uses in Education, Teaching Methods
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Leong Y. Jonathan; Ma Nang Laik – European Journal of Education (EJED), 2024
The importance of skills has been expounded repeatedly as a crucial factor to thrive in the workplace, as opposed to mere knowledge of content. It is important to be able to adapt to new situations; this is especially true in today's world, where volatility, uncertainty, complexity, and ambiguity (VUCA) are prevalent. To better prepare…
Descriptors: Experiential Learning, Learning Theories, English (Second Language), Second Language Learning
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Stephan Caspar – CALICO Journal, 2021
Adult learners benefit from a playful approach to learning (Whitton, 2018). Similarly, students experiencing immersive learning using virtual reality headsets can benefit from a playful and exploratory approach to language and culture learning (Arnold, 1979), which includes the opportunity to experiment and create content using accessible,…
Descriptors: Experiential Learning, Computer Simulation, Second Language Learning, Creative Activities
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Wu, Wen-Chi Vivian; Manabe, Kinnosuke; Marek, Michael W.; Shu, Yu – Journal of Research on Technology in Education, 2023
This study aimed to foster development of the 21st-century five core competencies, including Creativity and innovation, Critical thinking and problem solving, Communication, Collaboration, and Computer-information literacy using Student-Centered Active Learning in an instructional design in which student groups created their own virtual reality…
Descriptors: 21st Century Skills, Computer Simulation, Creativity, Innovation
Rachel Faerber-Ovaska – ProQuest LLC, 2021
This mixed-methods study involved implementation of virtual field trip (VFT) projects in an online undergraduate foreign language (FL) course, with a close focus on four student participants' use of VFTs over four weeks. Participants explored an Italian city using desktop virtual reality; narrated their experiences, and created an annotated…
Descriptors: Field Trips, Electronic Learning, Undergraduate Students, Second Language Learning
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Elizabeth Enkin; Olha Tytarenko; Eric Kirschling – CALICO Journal, 2021
This article discusses the development of an immersive virtual reality (VR)-infused Makerspace for experiential learning. Students in an advanced-level Russian course used a Makerspace to complete a three-part project aimed at language and cultural learning through art and presentational speaking. Participants completed a survey about their…
Descriptors: Cultural Education, Russian, Computer Simulation, Active Learning
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Michelson, Kristen – Foreign Language Annals, 2019
This article reports on a multiliteracies-based experiential learning curriculum designed for intermediate French built upon the framework of a global simulation pedagogy. Students adopted the roles of fictitious characters living together in an apartment building in Paris and carried out written and spoken tasks through the voice of their…
Descriptors: Multiple Literacies, Experiential Learning, Curriculum Design, French
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Chen, Ming-Puu; Wang, Li-Chun; Zou, Di; Lin, Shu-Yuan; Xie, Haoran; Tsai, Chin-Chung – Computer Assisted Language Learning, 2022
Augmented reality (AR) deepens learning interactions by imposing digital information on top of physical settings. This study implemented an AR-enhanced theme-based contextualized learning and aimed to examine the effects of captions (non-caption, English caption and Chinese caption) and English proficiency (less proficient and proficient) on…
Descriptors: Visual Aids, Teaching Methods, Instructional Effectiveness, English (Second Language)
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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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Grau, Maike Korinna; Turula, Anna – Language Learning & Technology, 2019
This paper aims to contribute to the growing literature on how prospective foreign language teachers can learn to be successful telecollaborators. We investigate Polish and German TEFL students' perceptions of how they develop the competences, attitudes, and beliefs described by O'Dowd (2015) through experiential learning in a virtual exchange.…
Descriptors: English (Second Language), Second Language Learning, Second Language Instruction, Computer Mediated Communication
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Zwerg-Villegas, Anne Marie; Hiller, George L. – Journal of Teaching in International Business, 2020
Experiential learning (EL) projects require planning, patience, and commitment on the part of the organizing and facilitating instructors. Language, culture, time zone, and institutional diversity exacerbates the inherent difficulties in conducting virtual, international EL projects. This manuscript discusses an ongoing multi-country project…
Descriptors: Experiential Learning, Program Descriptions, College Faculty, Computer Simulation
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Bastiaens, Theo, Ed. – Association for the Advancement of Computing in Education, 2017
The Association for the Advancement of Computing in Education (AACE) is an international, non-profit educational organization. The Association's purpose is to advance the knowledge, theory, and quality of teaching and learning at all levels with information technology. "E-Learn 2017: World Conference on E-Learning" took place in…
Descriptors: Electronic Learning, Conferences (Gatherings), Conference Papers, Foreign Countries
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Sampson, Demetrios G., Ed.; Ifenthaler, Dirk, Ed.; Isaías, Pedro, Ed.; Mascia, Maria Lidia, Ed. – International Association for Development of the Information Society, 2019
These proceedings contain the papers of the 16th International Conference on Cognition and Exploratory Learning in the Digital Age (CELDA 2019), held during November 7-9, 2019, which has been organized by the International Association for Development of the Information Society (IADIS) and co-organised by University Degli Studi di Cagliari, Italy.…
Descriptors: Teaching Methods, Cooperative Learning, Engineering Education, Critical Thinking
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Ibanez, Maria Blanca; Garcia, Jose Jesus; Galan, Sergio; Maroto, David; Morillo, Diego; Kloos, Carlos Delgado – Educational Technology & Society, 2011
The best way to learn is by having a good teacher and the best language learning takes place when the learner is immersed in an environment where the language is natively spoken. 3D multi-user virtual worlds have been claimed to be useful for learning, and the field of exploiting them for education is becoming more and more active thanks to the…
Descriptors: Foreign Countries, Constructivism (Learning), Learning Strategies, Learning Experience
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Kaplan, Marsha A. – Simulation & Gaming, 1997
The RECEPTION GAME teaches conversation skills to adult foreign language learners with positions in international business and diplomacy. The design combines elements of simulation and experiential learning and takes into account conversation's rapport-building function, turn-taking mechanisms, open-ended structure, listening demands for following…
Descriptors: Adult Education, Computer Assisted Instruction, Computer Games, Computer Simulation