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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
Zou, Di; Huang, Yan; Xie, Haoran – Computer Assisted Language Learning, 2021
Given the importance of word knowledge for second language acquisition, there is always a need for effective word-learning approaches from language learners. With the rapid development of educational technologies, game-based learning is emerging into a field with considerable potential, within which, digital game-based vocabulary learning has…
Descriptors: Vocabulary Development, Game Based Learning, Teaching Methods, Second Language Learning
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
Liang, Mei-Ya – Computer Assisted Language Learning, 2012
This article reports on an explorative case study which, in the first place, aimed to ascertain different types of foreign language play in online role-playing in "Second Life," and which, secondly aimed to describe how various sources of contextual support can explain this foreign language play. Students' written conversation was…
Descriptors: Learning Activities, Semantics, Vignettes, Computer Games
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
Ho, Caroline Mei Lin; Rappa, Natasha Anne; Chee, Yam San – Computer Assisted Language Learning, 2009
This paper focuses on the design and implementation of an innovative technologically mediated intervention for argumentation pedagogy in two classes comprising 17- to 18-year-old students in Singapore. The design research involves integrating the "Second Life" immersive virtual environment and web-based scaffolding through a customized…
Descriptors: Persuasive Discourse, Foreign Countries, Virtual Classrooms, Grade 12
Leahy, C. – Computer Assisted Language Learning, 2008
This paper briefly discusses different research approaches in CALL and makes a case for applying grounded theory (GT) to data gathered from an electronic role-play conducted in L2. The article shows that this method can help gain a better understanding of what learners do when engaged in the task. Through the process of open coding, four…
Descriptors: Grounded Theory, Research Methodology, Computer Assisted Instruction, Second Language Instruction

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