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Showing 1 to 15 of 19 results Save | Export
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Nicolaidou, Iolie; Pissas, Petros; Boglou, Dimitrios – Interactive Learning Environments, 2023
Virtual Reality applications are predicted to create a paradigm shift in education, but there is little empirical evidence of their educational value. Virtual Reality affordances to support language learning have not yet been realized. This quasi-experimental study investigated the effect of a Virtual Reality application on foreign language…
Descriptors: Educational Technology, Computer Simulation, Telecommunications, Handheld Devices
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Adam Dabrowski – Vocabulary Learning and Instruction, 2022
The main purpose of this study was to provide validity evidence to support the creation and use of three instruments theorised to measure the existence of the form-meaning link between three sets of nonwords, and their assigned meanings within an experiment. The experimental study used a counterbalanced Latin square design to examine and compare…
Descriptors: Computer Simulation, Vocabulary Development, Test Construction, Test Validity
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I. Wayan Eka Dian Rahmanu; Gyöngyvér Molnár – Cogent Education, 2024
The main focus of this study is to explore the use of Spherical Video-based Immersive Virtual Reality (SV-IVR) in investigating learners' fluency and vocabulary acquisition among sophomores in English as a Foreign Language (EFL) classrooms in higher education in Indonesia. Data were collected through 360-degree panoramic Virtual Reality (VR)…
Descriptors: Video Technology, Computer Simulation, Technology Uses in Education, Vocabulary Development
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Baoxin Feng; Lee-Luan Ng – International Journal of Computer-Assisted Language Learning and Teaching, 2024
This study aims to investigate whether VR-assisted language learning facilitates EFL learners' vocabulary learning and memory retention. One hundred seventy-seven Chinese undergraduate EFL learners were divided into VRG (VR-assisted instruction group) and CIG (conventional instruction group). Participants in the VRG (n = 75) were provided with…
Descriptors: Computer Simulation, Language Acquisition, Undergraduate Students, English Language Learners
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Hudson, Melissa E. – Journal of the American Academy of Special Education Professionals, 2021
Preservice undergraduates should acquire many skills in their teacher preparation program that support them as future effective teachers. For special education preservice teachers, one of these important skills is teaching with the constant time delay procedure, an evidence-based practice for teaching learners with moderate or severe disabilities.…
Descriptors: Preservice Teachers, Special Education Teachers, Undergraduate Students, Teaching Methods
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Eang, Norphealey; Na-Songkhla, Jaitip – LEARN Journal: Language Education and Acquisition Research Network, 2020
The application of Augmented Reality technology in education has been increasing from year to year. The researchers conducted this study to propose a framework for an ARQuest instructional design model based on situated learning to enhance Thai undergraduate students' Khmer vocabulary ability. The proposed framework was evaluated by experts from…
Descriptors: Computer Simulation, Instructional Design, Models, Situated Learning
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Demir, Bora; Karabiyik, Ceyhun; Özdemir, Muzaffer; Baturay, Meltem – Journal of Educational Technology, 2022
This study examines the effect of modality and redundancy in an Augmented Reality (AR) based language learning environment for teaching vocabulary in a foreign language. The study aims to determine the effectiveness of the redundancy and modality principles, examine the relationship between cognitive load, satisfaction, anxiety, willingness, and…
Descriptors: Computer Simulation, Second Language Learning, Vocabulary Development, Difficulty Level
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Lin, Huang-Yao; Tsai, Shu-Chiao – Australasian Journal of Educational Technology, 2021
This study investigated the use of an augmented reality (AR) -supported application called STEMUP to develop mobile English courses on Android and iOS smartphones. It focused on vocabulary and listening and speaking skills, in an initial assessment of the effectiveness of implementing AR-based mobile English courses. The study was conducted with…
Descriptors: Student Attitudes, Undergraduate Students, Elementary School Students, Material Development
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Shiroyama, Tomotaka – Research-publishing.net, 2022
The aim of this study is to compare how two different Virtual Exchanges (VE) contribute to language learning in a Japanese university context. Task-Based Language Teaching (TBLT) using VE has been a focus in this study. There are huge advantages of using technology in language teaching such as increasing language use opportunities, feedback, and…
Descriptors: Pilot Projects, Comparative Analysis, Difficulty Level, Second Language Learning
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Beck, Dennis – Journal of Educational Computing Research, 2019
This Special Issue contains some substantially expanded versions of conference papers that were originally presented at the Immersive Learning Research Network's (iLRN) 2018 conference, along with others outside of the conference. iLRN is an international organization of developers, educators, and research professionals collaborating to develop…
Descriptors: Computer Simulation, Teaching Methods, Intellectual Disciplines, Computer Games
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Lin, Vivien; Barrett, Neil E.; Liu, Gi-Zen; Chen, Nian-Shing; Jong, Morris Siu-Yung – Computer Assisted Language Learning, 2023
The field of language education has experienced a rise in using virtual reality (VR) to support interactive, contextualized, and collaborative language learning in recent years. The current study investigates the effects of auditory, visual, and textual input on speaking and writing in English for Tourism Purposes (ETP) through immersive,…
Descriptors: Tourism, English for Special Purposes, Undergraduate Students, Computer Simulation
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Shih, Ya-Chun – International Journal of Computer-Assisted Language Learning and Teaching, 2020
This study incorporated Google Street View into a 3D virtual environment, known as VECAR, in which EFL learners controlled their avatars to learn vocabulary in a context of New York City. New York City's Times Square is full of real-life materials, realia, which can be used to assist situated incidental vocabulary learning and to connect…
Descriptors: Vocabulary Development, Second Language Learning, Second Language Instruction, English (Second Language)
Wilang, Jeffrey Dawala; Soermphongsuwat, Amnaj – Online Submission, 2018
The use of technology is becoming widespread in science and technology classes due to its overwhelming benefits in learning. Yet many English language teachers lack knowledge of the existing technologies and the 'know-how' to use it in the classroom. In this paper, the researchers report the pilot study conducted to explore the effects of virtual…
Descriptors: Computer Simulation, Undergraduate Students, English Language Learners, Language Teachers
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Plutino, Alessia, Ed.; Borthwick, Kate, Ed.; Corradini, Erika, Ed. – Research-publishing.net, 2019
This edited collection presents a selection of contributions made to the 12th eLearning symposium, held at the University of Southampton, in January 2019. It focuses on how innovative and creative language teaching approaches can respond to modern, ever-transforming educational landscapes. The contributors are educators from higher education…
Descriptors: Foreign Countries, Foreign Students, Virtual Classrooms, Electronic Learning
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Zheng, Dongping; Bischoff, Michael; Gilliland, Betsy – Educational Technology Research and Development, 2015
Drawing on ecological and dialogical perspectives on language and cognition, this exploratory case study examines how vocabulary learning occurs during a quest-play mediated in English between a Japanese undergraduate student and a native speaker of English. Understanding embodiment as coaction between the player-avatar and player-player relations…
Descriptors: Vocabulary Development, Computer Games, Context Effect, Undergraduate Students
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