2012
DOI: 10.1007/s11423-012-9259-0
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Learning effects of an experimental EFL program in Second Life

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Cited by 53 publications
(29 citation statements)
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“…Avatars are included to enrich the user experience during games. They are widely used in virtual environments of language learning games [77], [78]. An avatar represents the user in the game, and allows interaction with other users through their respective avatars.…”
Section: B Learning Digital Games and Gamification On Computer-assismentioning
confidence: 99%
See 1 more Smart Citation
“…Avatars are included to enrich the user experience during games. They are widely used in virtual environments of language learning games [77], [78]. An avatar represents the user in the game, and allows interaction with other users through their respective avatars.…”
Section: B Learning Digital Games and Gamification On Computer-assismentioning
confidence: 99%
“…An avatar represents the user in the game, and allows interaction with other users through their respective avatars. For instance, in Wang et al [78], human-based avatars allow more than two people to be involved in conversations. In Danowska-Florczyk and Motowski [69], a warrior-based avatar represents each group of students in the game.…”
Section: B Learning Digital Games and Gamification On Computer-assismentioning
confidence: 99%
“…In recent years, educational researchers and teacher educators have shown great interest in the use of three-dimensional (3D) immersive virtual worlds (IVWs) in instructional design and assessment (e.g., Chapman & Stone, 2010;Johannesen, 2013;Mayrath, Traphagan, Heikes, & Trivedi, 2011), inquiry-based learning (e.g., Barab, Sadler, Heiselt, Hickey, & Zuiker, 2010;Good, Howland, & Thackray, 2008;Nelson & Ketelhut, 2007), inquiry-based learning in special education (e.g., Harlow & Nilsen, 2011), and language development (e.g., Balcikanli, 2012;Blasing, 2010;Grant & Clerehan, 2011;Ishizuka & Akama, 2012;Knutzen & Kennedy, 2012;Mroz, 2012;Wang, Calandra, Hibbard, & Lefaiver, 2012;Wehner, Gump, & Downey, 2013). Among these 3D IVWs, Second Life (SL) has emerged as one of the most popular platforms.…”
Section: Introductionmentioning
confidence: 99%
“…Educational organizations and institutes have demonstrated a substantial interest by exploring teaching and learning affordances (Dickey 2011;Wang et al 2012) or even collaborative projects to invest students' best results in e-training sessions (Brown and Green 2009;Mark and Mark 2011;Pellas 2014a) that a VW can offer.…”
Section: Introductionmentioning
confidence: 99%