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Showing 31 to 45 of 668 results Save | Export
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Karimi, Honeiah; Sañosa, David Joshua; Hernandez Rios, Kevin; Tran, Phoebe; Chun, Dorothy M.; Wang, Richert; Arya, Diana J. – CALICO Journal, 2023
The conceptualization of multiliteracies initiated by the New London Group (NLG, 1996) emphasized the situated nature of language use as a socially complex network of multimodal engagement. Inspired by this view of language and literacy, computer-assisted language learning and second language acquisition scholars have advocated for a broader scope…
Descriptors: Multiple Literacies, Computer Simulation, Affordances, Language Usage
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Berti, Margherita – The EUROCALL Review, 2021
Educational technology tools that improve learning and foster engagement are constantly sought by teachers and researchers. In the domain of Computer-Assisted Language Learning a variety of tools, for instance blogs and podcasts, have been used to promote language and cultural learning (Shih, 2015). More recently, virtual reality has been…
Descriptors: Computer Simulation, Cultural Education, Computer Assisted Instruction, Second Language Learning
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Chung Sun Joo; Choi Lee Jin – TESOL Quarterly: A Journal for Teachers of English to Speakers of Other Languages and of Standard English as a Second Dialect, 2024
The aim of this study is to explore how the creation of spherical video-based virtual reality (SVVR) influences students' creativity and curiosity in project-based language learning (PBLL). Technology is widely used in various instructional contexts, and due to increasing interest in VR technologies, the current study investigated how SVVR…
Descriptors: Creativity, Personality Traits, Video Technology, Computer Simulation
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Cai, Ying; Pan, Zilong; Liu, Min – Journal of Computer Assisted Learning, 2022
Background: As a recently emerging innovative technology, augmented reality (AR) has become a popular tool for language learning. However, to date, very few meta-analytical studies has been conducted on AR in this field to understand its effectiveness on language learning. Objectives: This meta-analysis was conducted to systematically synthesize…
Descriptors: Computer Simulation, Technology Uses in Education, Second Language Learning, Meta Analysis
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Yuan, Jing; Liu, Yongquan; Han, Xichun; Li, Aiping; Zhao, Liling – Interactive Technology and Smart Education, 2023
Purpose: The paper aims to propose a virtual reality (VR) wisdom teaching model in open university English course from the perspective of "Metaverse". The study aims to testify the stimulation for English learning and the effectiveness of English-expressing with VR tools for adult learners from the practice in a pilot reform project.…
Descriptors: Computer Simulation, Educational Technology, Teaching Methods, Foreign Countries
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Domenic DeSocio – Unterrichtspraxis/Teaching German, 2024
Immersive virtual reality (iVR) is a novel form of computer technology that promises to transform not only the delivery of language and cultural instruction but also how students produce language. The existing, yet limited, scholarship on the applications of iVR in the language classroom suggests affective and cultural benefits (e.g., increased…
Descriptors: Computer Simulation, Technology Uses in Education, Teaching Methods, Second Language Learning
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Riski Lestiono; Sangmin-Michelle Lee – JALT CALL Journal, 2024
Public speaking often imposes a nerve-wracking atmosphere in the L2 classrooms. Consequently, an alternative to the anxiety-arousing activity by using advanced technology for pedagogy is urgent. Prior publications reported the use of virtual reality (VR) for training public speaking and alleviating students' public speaking anxiety (PSA). However,…
Descriptors: Computer Simulation, Therapy, Behavior Modification, Public Speaking
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Yongluan Ye; Regina Kaplan-Rakowski – British Journal of Educational Technology, 2024
Holding learners' attention is challenging, especially when they are asked to listen to long passages. High-immersion virtual reality (VR) can immerse learners in listening tasks, even in such complex languages as Chinese. This exploratory study examined the effect of VR on 43 Chinese language learners' listening comprehension, enjoyment, sense of…
Descriptors: Computer Simulation, Chinese, Second Language Learning, Technology Uses in Education
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Mason A. Wirtz; Simone E. Pfenninger – Applied Linguistics, 2024
This cross-sectional study addresses for the first time the non/linear association between individual learner differences of social, proficiency-related, and socioaffective nature (length of residence [LoR], varietal proficiency, exposure, and socioaffect) and differential outcomes in L2 sociolinguistic repertoires against the backdrop of the…
Descriptors: Individual Differences, Predictor Variables, Second Language Learning, Sociolinguistics
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Gilbert Dizon; Daniel Tang – The EUROCALL Review, 2024
Some people believe that immersive virtual reality (VR) and, by extension, the metaverse, will become integral parts of daily life. There have also been suggestions that the metaverse could become a virtual world where language learners have alternate identities as second language (L2) speakers. Considering the potential implications of immersive…
Descriptors: Foreign Countries, English (Second Language), Second Language Learning, Student Experience
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Adam Dabrowski; Stuart McLean; Christopher Nicklin – Language Learning & Technology, 2024
Three modes of deliberate vocabulary study were investigated to determine how well they assisted learners' recall of the meaning of target concrete nouns. Two modes of tablet-based augmented reality, one context-independent (AR1) and one context-dependent (AR2), were compared with each other and with paper-based word cards (WC) in the deliberate…
Descriptors: Vocabulary Development, Nouns, Tablet Computers, Computer Simulation
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Sabina Nowak; Regina Kaplan-Rakowski – International Journal on E-Learning, 2024
This study investigates subjective vitality (SV) within the context of high-immersion virtual reality (VR) and video-based language learning. Within the framework of a blended learning curriculum, English as a Foreign Language (EFL) students (N = 111) participated in a relaxing language learning activity delivered via VR or video. This study…
Descriptors: Relaxation Training, Computer Simulation, Video Technology, Learning Activities
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Paul Meara; Imma Miralpeix – Vocabulary Learning and Instruction, 2025
This paper is part 5 of a series of workshops that examines the properties of some simple models of vocabulary networks. While previous workshops dealt with activating words in the network, this workshop focuses on vocabulary loss. We will simulate two possible ways of modelling attrition: (a) explicitly turning active words OFF, and (b) raising…
Descriptors: Vocabulary Development, Workshops, Models, Networks
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Yalun Zhou; Rahul Divekar – TechTrends: Linking Research and Practice to Improve Learning, 2025
The integration of design thinking with extended reality (XR) and artificial intelligence (AI) offers transformative potential for second language (L2) learning by providing immersive, interactive, and personalized experiences. Despite significant advancements in XR and AI technologies, their practical integration within formal language education…
Descriptors: Second Language Learning, Second Language Instruction, Artificial Intelligence, Computer Simulation
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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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