The Handbook of Technology and Second Language Teaching and Learning 2017
DOI: 10.1002/9781118914069.ch13
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The Continuing Evolution of Virtual Worlds for Language Learning

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Cited by 9 publications
(2 citation statements)
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“…VR-related areas that did gain interest from the CALL community were language learning with stereoscopic three-dimensional visualizations (Kaplan-Rakowski, 2016), in gaming (e.g. Cornillie, Thorne, & Desmet, 2012), and in virtual worlds (Kaplan-Rakowski, 2011;Sadler, 2017). While each of these areas was valuable to explore, they all involved low-immersion VR environments.…”
Section: Introductionmentioning
confidence: 99%
“…VR-related areas that did gain interest from the CALL community were language learning with stereoscopic three-dimensional visualizations (Kaplan-Rakowski, 2016), in gaming (e.g. Cornillie, Thorne, & Desmet, 2012), and in virtual worlds (Kaplan-Rakowski, 2011;Sadler, 2017). While each of these areas was valuable to explore, they all involved low-immersion VR environments.…”
Section: Introductionmentioning
confidence: 99%
“…Like MALL, VR fulfills three essential components of successful L2 learningthat is, authentic contexts, learners' active involvement, and meaningful social interaction (see Lan, 2014;Legault et al, 2019a;Sadler, 2017 for reviews). Sadler (2017) provided a brief history of L2 applications of virtual worlds including platforms such as Second Life. Lan (2020a) suggested that current L2 applications of VR learning can be classified into five categories based on different pedagogical purposes: (1) expanding L2 learners' visual experience, (2) learning by operating or manipulating virtual objects, (3) learning by creation, (4) creating a joyful learning process, and (5) building a social network.…”
Section: Virtual Reality (Vr)mentioning
confidence: 99%