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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
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
Vernon, D. Sue; Schumaker, Jean B. – Journal of Special Education Technology, 2022
This study reports the effects of an interactive multimedia computer program for teaching social skills to youths with social-adjustment problems. Twelve youths (aged 11-17) were referred by the county diversion program or school guidance counselors. Seven were formally classified as having disabilities and had active Individualized Education…
Descriptors: Interpersonal Competence, At Risk Students, Computer Software, Multimedia Instruction
Mykytiuk, Svitlana; Lysytska, Olena; Melnikova, Tetiana; Mykytiuk, Serhii – IAFOR Journal of Education, 2022
The research studied the effectiveness of the integration of Facebook as a flexible ubiquitous learning space into the educational process for speaking skills development of undergraduate students learning English as a second language. For this purpose teaching was organised via a specially created and moderated Facebook group where various media…
Descriptors: Social Media, Social Networks, Second Language Learning, Second Language Instruction
Peterson, Mark – Computer Assisted Language Learning, 2016
Contemporary CALL research reflects renewed interest in digital games. One aspect of this phenomenon namely, use of massively multiplayer online role-playing games (MMORPGs), has expanded significantly, highlighting the need for a review. This paper analyzes findings from 10 learner-based studies that draw on accounts of SLA informed by cognitive…
Descriptors: Computer Assisted Instruction, Second Language Instruction, Second Language Learning, Computer Games
Goh, Shu Li – JALT CALL Journal, 2016
The rapid progress of technology has revolutionized learning and in the field of computer assisted language learning, the use of digital games has expanded significantly. One type of game that has been attracting interest is massively multiplayer online role-playing games (henceforth MMORPGs). Recent research has drawn attention to the potential…
Descriptors: Learning Strategies, Role Playing, Computer Games, Second Language Learning
Trace, Jonathan; Brown, James Dean; Rodriguez, Julio – CALICO Journal, 2018
This study examines how technology is perceived by different stakeholder groups in The Language Flagship programs. We administered questionnaires to three stakeholder groups: 14 directors, 34 instructors, and 100 learners at a variety of institutions with three goals: (a) to investigate what technologies the directors, instructors, and learners…
Descriptors: Stakeholders, Computer Assisted Instruction, Second Language Instruction, Administrator Attitudes
Craft, Judy; Ainscough, Louise – Innovations in Education and Teaching International, 2015
Devising authentic assessments for subjects with large enrolments is a challenge. This study describes an electronic role-play assessment for approximately 600 first-year nursing students to learn and apply pathophysiology (bioscience) concepts to nursing practice. Students used Microsoft Office PowerPoint[R] to prepare electronic role-plays both…
Descriptors: Role Playing, Nursing Education, English (Second Language), Second Language Learning
Shen, Lin; Suwanthep, Jitpanat – Online Submission, 2011
Recently, speaking has played an increasingly important role in second/foreign language settings. However, in many Chinese universities, EFL students rarely communicate in English with other people effectively. The existing behavioristic role plays on New Horizon College English (NHCE) e-learning do not function successfully in supplementing EFL…
Descriptors: Electronic Learning, English (Second Language), Second Language Learning, Speech Communication
Peterson, Mark – ReCALL, 2012
This paper reports on the task-based interaction of English as a Foreign Language (EFL) learners in the 3D multiuser virtual environment (MUVE) Second Life. The discussion first explores research on the precursors of MUVEs, text-based 2D virtual worlds known as MOOs. This is followed by an examination of studies on the use of MUVEs in Computer…
Descriptors: Foreign Countries, Computer Simulation, Simulated Environment, Role Playing
Henderson, Michael; Huang, Hui; Grant, Scott; Henderson, Lyn – Australasian Journal of Educational Technology, 2012
It was found in the two-year study reported in this article that a single collaborative language lesson using "Second Life" can result in a statistically significant increase in student self-efficacy beliefs across a range of specific and general language skills. However, students with different "real life" prior experience…
Descriptors: Foreign Countries, Self Efficacy, Language Skills, Chinese
Gregory, Sue; Masters, Yvonne – Australasian Journal of Educational Technology, 2012
Role-plays in a virtual world hold tremendous potential for higher education because they allow synchronous, immersive participation by students located across the globe. They also have the added advantage of allowing students to adopt roles and carry out tasks that are not possible in the real world. In this article, a project that involved…
Descriptors: Foreign Countries, Distance Education, On Campus Students, Preservice Teacher Education
Wimpenny, Katherine; Savin-Baden, Maggi; Mawer, Matt; Steils, Nicole; Tombs, Gemma – Australasian Journal of Educational Technology, 2012
In the changing context of globalised higher education, a series of pedagogical shifts have occurred, and with them, a number of interactive learning approaches have emerged. This article reports on findings taken from a large-scale study that explored the socio-political impact of virtual world learning on higher education in the UK, specifically…
Descriptors: Foreign Countries, Higher Education, Teaching Methods, Computer Simulation
Peterson, Mark – ReCALL, 2010
This paper reports on an exploratory case study that investigates the synchronous interaction of intermediate level EFL learners in the 3D virtual world "Second Life." The subjects took part in three seventy-minute chat sessions that involved the use of affordances provided by a purpose-built world within this environment. Analysis of the data…
Descriptors: English (Second Language), Second Language Learning, Computer Assisted Instruction, Internet
Neville, David O.; Shelton, Brett E.; McInnis, Brian – Computer Assisted Language Learning, 2009
The essay reports on a mixed-methods study using an interactive fiction (IF) game to teach German vocabulary, reading, and culture to university students. The study measured knowledge retention and transfer, and evaluated the attitudes of students toward the game. The results tentatively indicate that contextualized, immersive role play may have…
Descriptors: Teaching Methods, Computer Assisted Instruction, Conventional Instruction, German