Effectiveness of VR crane training with head-mounted display: Double mediation of presence and perceived usefulness

H Song, T Kim, J Kim, D Ahn, Y Kang - Automation in Construction, 2021 - Elsevier
Virtual reality (VR) has been shown to provide an immersive experience that can promote
effective learning. The use of VR with head-mounted displays can be especially ideal for …

Video games and English as a second language: The effect of massive multiplayer online video games on the willingness to communicate and communicative anxiety …

KS Horowitz - American journal of play, 2019 - ERIC
The informal setting of online multiplayer video games may offer safe spots for speakers of
other languages learning English to practice their communication skills and reduce their …

Metaverse ve dil eğitimi

N Akkaya, L Şengül - Journal of Education and New Approaches, 2022 - dergipark.org.tr
Dünyada yaşanan değişim ve gelişimler hiç olmadığı kadar fazla, teknolo**in gelişimi ise
hayal gücünün ötesine geçmektedir. Hızlıca dijitalleşen dünya, gerçekliğin yansıtılmış yapay …

[KİTAP][B] Virtual exchange for intercultural language learning and teaching: Fostering communication for the digital age

M Derivry, A Potolia - 2023 - api.taylorfrancis.com
This Book illustrates new virtual intercultural practices for language learning from primary to
tertiary education and highlights the transversality of these practices throughout the …

Motivation in second language acquisition

ML Carrió-Pastor, EMM Mestre - Procedia-Social and Behavioral Sciences, 2014 - Elsevier
In this study, integrative motivation and instrumental motivation are examined to establish
the correlation between the form of motivation and successful second language acquisition …

The roles of Second Life in a college computer-assisted language learning (CALL) course in Taiwan, ROC

HC Liou - Computer Assisted Language Learning, 2012 - Taylor & Francis
Various language learning projects using Second Life (SL) have been documented; still,
their specific learning potentials, particularly in English as a foreign language (EFL) context …

Effects of the badge mechanism on self-efficacy and learning performance in a game-based English learning environment

JC Yang, B Quadir, NS Chen - Journal of Educational …, 2016 - journals.sagepub.com
A growing number of studies have been conducted on digital game-based learning (DGBL).
However, there has been a lack of attention paid to individuals' self-efficacy and learning …

Facilitating second language learners' listening comprehension with Second Life and Skype

N Levak, JB Son - ReCALL, 2017 - cambridge.org
Learning how to comprehend while listening to a second language is often considered by
learners to be a difficult process that can lead to anxiety when trying to communicate …

A study of verbal and nonverbal communication in Second Life–the ARCHI21 experience

CR Wigham, T Chanier - ReCALL, 2013 - cambridge.org
Three-dimensional synthetic worlds introduce possibilities for nonverbal communication in
computer-mediated language learning. This paper presents an original methodological …

Researching language learning in the age of social media

C Meskill, J Quah - Contemporary computer-assisted language …, 2013 - torrossa.com
Along with proliferate uses of the internet for teaching and learning languages has come a
broadening and expansion of research approaches to these phenomena. The questions we …