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Naoko Taguchi; Daniel H. Dixon; Yuqing Qin; Ying Chen – Language Teaching Research, 2025
We investigated the extent to which English learners developed knowledge of pragmatically-appropriate request-making forms through task-based gameplay involving virtual dialogues with fictional professors, employers, and friends on a virtual US campus. The digital game presents players with several scenarios, asking them to select the most…
Descriptors: Game Based Learning, Undergraduate Students, Video Games, Computer Simulation
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Milene Oliveira; Melisa Stevanovic – Multilingua: Journal of Cross-Cultural and Interlanguage Communication, 2025
Speakers may resort to different inferences and expectations in intercultural encounters. These expectations are influenced by speakers' socialization processes in speech communities and networks, as well as by the local interactional demands and power dynamics in the communicative situation. While interactional sociolinguistic studies have…
Descriptors: Intercultural Communication, Prosocial Behavior, Computer Simulation, German
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Dolcini, Grace; Phelps, Grit Matthias – Research-publishing.net, 2022
Globalization and the digitalization of our lives have made it impossible to avoid (inter)cultural encounters. In the traditional classroom environment, students are expected to juggle a myriad of choices almost simultaneously. Factors like grammar, pronunciation, word choice, etc. are all important assessment factors to consider when looking at…
Descriptors: Intercultural Communication, Communicative Competence (Languages), Instructional Design, Personal Autonomy
Hudson, Matthew – Online Submission, 2016
Serious games have been shown to promote behavioural change and impart skills to players, and non-serious games have proven to have numerous benefits. This paper argues that non-serious digital games played in a "clan" or online community setting can lead to similar real world benefits to serious games. This paper reports the outcomes…
Descriptors: Ethnography, Well Being, Social Influences, Self Esteem
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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