This document analyzes 40 research papers on the use of virtual reality in foreign language education published between 1995-2015. The analysis found that document analysis was the most common data collection tool (45%), half of the studies were qualitative in design, and undergraduate students were the primary sample population. The most frequent topics studied were the effectiveness of virtual reality (35%) and game-based language learning (17.5%). The analysis concludes that qualitative research is more common than quantitative in this field and calls for more experimental studies.
Development of interactive multimedia learning in learning instructional designAlexander Decker
This document summarizes the development of an interactive multimedia learning product for an instructional design course. It discusses:
1) A needs assessment was conducted that found 86% of lecturers and 98% of students desired interactive learning media to make the learning process more effective.
2) The product was developed using the Borg & Gall development model combined with the Dick & Carey instructional design model. It underwent expert review, individual testing, small group testing, and field testing.
3) Evaluation results found the product was rated "good" in terms of learning materials, strategies, and media design. Revisions were made based on expert and tester feedback.
Scaffolding collaborative learning with cognitive tools based on mobile compu...Jari Laru
1) The document summarizes three case studies that examine the use of mobile and web-based tools to support collaborative learning in different contexts.
2) The first case study analyzed collaboration patterns among members of a professional online community and found sparse collaboration both online and offline.
3) The second case study compared high- and low-performing student groups during a biology field trip supported by mobile messaging tools and found differences in argumentation and participation.
4) The third case study examined higher education student groups completing a wiki project using multiple web tools and activities, finding that wiki and peer monitoring activities best predicted learning outcomes.
“I would probably find it quite hard if I had to do it in a foreign language” Chrissi Nerantzi
My PhD research work-in-progress... contribution for Sunday the 10 April 2016 for the event of the Global OER Graduate Network in Krakow, Poland as part of the OEGlobal
This document discusses computer-assisted language learning (CALL) and related topics. It begins with definitions of CALL, computer-assisted second language acquisition (CASLA), and other related terms. It then covers theories in instructed SLA and CALL. Empirical research on CALL is divided into product-oriented research, which examines the effects of CALL on language abilities, and process-oriented research, which investigates learner interactions and engagement. Principles for effective CALL pedagogy are outlined based on SLA research and technology. Specific studies on CALL as a predictor of success in English acquisition and on digital natives vs. digital immigrants are also summarized.
An Investigation Into Virtual Immersion Mandarin Chinese Writing Instruction ...Stephen Faucher
This study investigated the effects of virtual immersion Mandarin Chinese writing instruction compared to traditional writing instruction for a participant with autism. There were two instruction cycles - traditional writing instruction and virtual immersion writing instruction. Three writing topics were presented in each cycle. Results showed that virtual immersion writing instruction improved the participant's attitude toward learning Mandarin Chinese and writing skills in Mandarin Chinese compared to traditional instruction. It also enhanced the participant's prewriting planning and overall writing abilities. Interviews found the participant had a more positive view of using virtual reality for language learning.
Augmented reality vs Virtual reality.pptxAREEJ ALDAEJ
This document provides an overview of augmented reality (AR) and virtual reality (VR), including definitions, types of VR, how the technologies work, examples of applications, and their use in language learning. AR aims to overlay digital information directly onto the real world, while VR immerses users in simulated, computer-generated environments. The document then discusses two studies that explored using AR and VR tools for learning Chinese and writing English compositions, finding they provided context and assisted the learning process. Key differences are that AR is considered closer to reality by extending real objects, while VR can fully immerse users in virtual worlds.
Development of interactive multimedia learning in learning instructional designAlexander Decker
This document summarizes the development of an interactive multimedia learning product for an instructional design course. It discusses:
1) A needs assessment was conducted that found 86% of lecturers and 98% of students desired interactive learning media to make the learning process more effective.
2) The product was developed using the Borg & Gall development model combined with the Dick & Carey instructional design model. It underwent expert review, individual testing, small group testing, and field testing.
3) Evaluation results found the product was rated "good" in terms of learning materials, strategies, and media design. Revisions were made based on expert and tester feedback.
Scaffolding collaborative learning with cognitive tools based on mobile compu...Jari Laru
1) The document summarizes three case studies that examine the use of mobile and web-based tools to support collaborative learning in different contexts.
2) The first case study analyzed collaboration patterns among members of a professional online community and found sparse collaboration both online and offline.
3) The second case study compared high- and low-performing student groups during a biology field trip supported by mobile messaging tools and found differences in argumentation and participation.
4) The third case study examined higher education student groups completing a wiki project using multiple web tools and activities, finding that wiki and peer monitoring activities best predicted learning outcomes.
“I would probably find it quite hard if I had to do it in a foreign language” Chrissi Nerantzi
My PhD research work-in-progress... contribution for Sunday the 10 April 2016 for the event of the Global OER Graduate Network in Krakow, Poland as part of the OEGlobal
This document discusses computer-assisted language learning (CALL) and related topics. It begins with definitions of CALL, computer-assisted second language acquisition (CASLA), and other related terms. It then covers theories in instructed SLA and CALL. Empirical research on CALL is divided into product-oriented research, which examines the effects of CALL on language abilities, and process-oriented research, which investigates learner interactions and engagement. Principles for effective CALL pedagogy are outlined based on SLA research and technology. Specific studies on CALL as a predictor of success in English acquisition and on digital natives vs. digital immigrants are also summarized.
An Investigation Into Virtual Immersion Mandarin Chinese Writing Instruction ...Stephen Faucher
This study investigated the effects of virtual immersion Mandarin Chinese writing instruction compared to traditional writing instruction for a participant with autism. There were two instruction cycles - traditional writing instruction and virtual immersion writing instruction. Three writing topics were presented in each cycle. Results showed that virtual immersion writing instruction improved the participant's attitude toward learning Mandarin Chinese and writing skills in Mandarin Chinese compared to traditional instruction. It also enhanced the participant's prewriting planning and overall writing abilities. Interviews found the participant had a more positive view of using virtual reality for language learning.
Augmented reality vs Virtual reality.pptxAREEJ ALDAEJ
This document provides an overview of augmented reality (AR) and virtual reality (VR), including definitions, types of VR, how the technologies work, examples of applications, and their use in language learning. AR aims to overlay digital information directly onto the real world, while VR immerses users in simulated, computer-generated environments. The document then discusses two studies that explored using AR and VR tools for learning Chinese and writing English compositions, finding they provided context and assisted the learning process. Key differences are that AR is considered closer to reality by extending real objects, while VR can fully immerse users in virtual worlds.
Cognitive Communication 2.0 in the Classroom - Resonance of an Experience in ...Cornélia Castro
This document summarizes a study that evaluated the integration of Twitter into PowerPoint presentations in university classrooms. The study aimed to assess how this approach could transform one-way communication between the teacher and many students (cognitive communication 1.0) into more interactive communication between all participants (cognitive communication 2.0). A questionnaire was administered to 122 university students after they experienced a PowerPoint presentation integrated with Twitter in their classroom. The questionnaire assessed the approach across several dimensions related to pedagogy, technology, learning, classroom interactions, and behaviors. Preliminary results found that students recognized the pedagogical and technological benefits of the approach and perceived positive effects on the quality of their learning and interactions in the classroom.
Digital technologies in language learning and teachingJames Little
This document discusses using technology in language learning and teaching. It begins by considering the positives and drawbacks of educational technologies. It then discusses debates around the "digital native" concept and differences between residents and visitors online. Examples of tools for vocabulary learning and interactive exercises are provided. The document stresses that pedagogical aims should determine technology use rather than the other way around. It provides guidance on integrating technologies and reflects on taking a learner-centered approach to educational design.
AN EXPLORATORY STUDY ON K-12 TEACHERS USE OF TECHNOLOGY AND.docxdaniahendric
AN EXPLORATORY STUDY ON K-12 TEACHERS'
USE OF TECHNOLOGY AND MULTIMEDIA IN THE CLASSROOM
INTRODUCTION
Teachers
positively support their curricular goals and enhance
classroom instruction (Smerdon, B., Cronen, S., Lanahan, L.,
Anderson, J., Lannotti, N., & Angeles, J. (2000); Gray,
Thomas & Lewis, 2010). There are multiple technology tools
st
in the 21 century available for teachers to integrate in their
classroom for these purposes; however, there are
challenges. These tools change rapidly so it becomes
inherent for schools to have current technology and
teachers that are sufficiently prepared to use these
technology tools (Hinostroza, 2011). Often teachers do not
understand terminology necessary to communicate when
using these tools. Two terms educators commonly use
interchangeably are technology and multimedia. The term
“technology” denotes the hardware that is used in the
classroom and the term “multimedia”conveys software
applications combining digital media types, such as text,
images, sound, and video, which are the definitions used in
this study. Furthermore, it is difficult to establish a skill and
integrate technology in their classroom to
By
knowledge level necessary for educators.
The International Society for Technology in Education (ISTE)
developed five standards in evaluating the necessary skills
and knowledge of educators. These five standards are to:
1) Facilitate and inspire student learning and creativity; 2)
Design and develop digital age learning experiences and
assessments; 3) Model digital age work and learning; 4)
Promote and model digital citizenship and responsibility;
and 5) Engage in professional growth and leadership (ISTE,
2008).
For the purposes of this study, the ISTE Standard 2: Design
and develop digital age learning experiences and
assessments and ISTE Standard 3: Model digital age work
and learning, were the primary focus. More specifically, two
indicators from standard 2 were examined: a) Design or
adapt relevant learning experiences that incorporate
digital tools and resources to promote student learning and
creativity and b) Develop technology-enriched learning
environments that enable all students to pursue their
individual curiosities and become active participants in
* Associate Professor, Instructional Systems Technology, University of North Carolina Charlotte, USA.
** Assistant Professor, Educational Leadership, University of North Carolina Wilmington, USA.
ABSTRACT
st
21 century has seen new technology and multimedia made available for integration in K-12 classrooms. This exploratory
study examines K-12 teachers' use of technology and multimedia in the classroom in two southern counties in the
Southeastern United States. The purpose of the study was to answer the following five research questions: 1) What
technology do teachers use in the classroom; 2) How often do teachers use technology/multimedia in the ...
SAAIR: Implementing learning analytics at scale in an online world: lessons l...Bart Rienties
Workshop objectives:
Explore how institutions like Open University UK have implemented learning analytics at scale. Workshop activities:
Presentation from the facilitator and interactive with questions via pollev, chat, and Zoom. Facilitator biography:
Dr. Bart Rienties is Professor of Learning Analytics and programme lead of the learning analytics and learning design research programme at the Institute of Educational Technology at the Open University UK. He leads a group of academics who provide university-wide learning analytics and learning design solutions and conduct evidence-based research of how students and professionals learn. As educational psychologist, he conducts multi-disciplinary research on work-based and collaborative learning environments and focuses on the role of social interaction in learning, which is published in leading academic journals and books. His primary research interests are focussed on Learning Analytics, Professional Development, and the role of motivation in learning. Furthermore, Bart is interested in broader internationalisation aspects of higher education. He has successfully led a range of institutional/national/European projects, and has received a range of awards for his educational innovation projects. He has published over 250 academic outputs, and is the 4th most cited author and contributor in Learning Analytics in the period 2011-2018 (Adeniji, 2019), the 5th most published author on internationalisation in the period 1900-2018 (Jing et al. 2020) and the 3rd most cited author on higher education internationalisation in Asia in the period 2013-2018 (Can & Hou, 2021), the 7th most published author on social network analysis in social sciences in the period 1999-2018 (Su et al. 2020), and the 14th most published author on educational technology in the period 2015-2018 (West & Bodily, 2020). More info at https://iet.open.ac.uk/people/bart.rienties
The article critiques a journal article that examines tutors' views on utilizing e-learning systems in architectural education. The critiqued article surveyed tutors from a university's architecture program to understand barriers to adopting e-learning tools and how to encourage use. It found that many tutors lacked experience with e-learning platforms and online resources, but had better skills with communication tools. The critiqued article concluded a mix of traditional and online teaching could provide more support to students, and a clear strategy is needed to integrate online courses into architectural education.
THE CURRENT TRENDS OF AUGMENTED REALITY IN EARLY CHILDHOOD EDUCATIONijma
ABSTRACT
Augmented Reality has been widely used in various level of education such as higher-level education, secondary education (lower/upper secondary level), primary education, and in informal learning. However, the implementation in early childhood education is still limited. By using library research methodology, the objective of this paper is to investigate the existing work of augmented reality in early childhood education between 2009-2018. Based on the results, it shows that the publication of augmented reality in early childhood education increased slowly within these past ten years. It has been found that the main advantage of augmented reality is to enhance motivation. Early literacy has been found to be the most used topic with sampling less than 30 children. Finally, ‘Marker-based’ augmented reality has been widely used with mobile devices and in term of data collection methods, ‘Test’ has been used the most in this field of research.
This study explores the correlation between technology utilization and language acquisition while analyzing the impact of moderating variables on this relation. Our meta-analysis approach analyzes data from 43 extracts out of 19 primary studies published between 2012 and 2021. Our data analysis employs a random-effect model utilizing a significance level of α = 0.05. Additionally, the authors examine four moderating variables: level of education, location of research, proficiency in language, and year of publication. Technology-based language acquisition outperforms traditional methods, indicating a significant and moderate impact on the learning process. This study enhances comprehension of the efficacy of technology in language acquisition by identifying various factors, such as the geographical location of research, methods of assessing language proficiency, and technology type employed. However, there is insufficient evidence to support the notion that educational level or sample size significantly impact technology-based language acquisition. This meta-analysis highlights the importance of considering nuanced factors when integrating technology into language learning. The findings emphasize the possibility of technology to transform methods of acquiring language and urge additional investigation into customized strategies that optimize its advantages.
The PDF version of a power point project that I put together for an online graduate level education course I took with American Intercontinental University
Vocabulary and grammar gain through computerAyuni Abdullah
This study investigated the effects of computer educational games on Iranian elementary students' grammar and vocabulary gain. 58 female students ages 13-15 were randomly assigned to experimental and control groups. Both groups received the same classroom instruction, but the experimental group also played grammar and vocabulary games on the computer. Pre- and post-tests were administered and an independent samples t-test found no significant differences between the groups' test scores. However, the experimental group displayed much higher motivation and enthusiasm for learning with the computer games. This implies that computers can significantly increase learner motivation, even if they do not significantly improve test scores.
Technology-mediated sociocultural practice requires the dynamic interplay of learner-users’ roles, learning contexts and technology tools. The behavioral intentions of users interact with the perceived features of these tools in enabling up-to-date personal experiences of leisure learning and social networking available online. The aim of this article is to explore the current perceptions among Malaysian university students about their daily learning strategies of English as a Second Language (ESL) via social networking. It initially makes use of the online surveys (quantitative self-reported questionnaire) that have been administered to final year Malaysian university students, ESL learners’ population of approximately 500 students. The result shows that there is obvious potential within these new media resources to empower Malaysian ESL learners with authentic learning potentials such as to communicate, practice and rehearse through the multiple identities and learning strategies they adopt in the virtual environment.
The Advantages ofUsilng Technology inSecond Lanlguage E.docxmehek4
The Advantages of
Usilng Technology 'in
Second Lanlguage Educat'ion
Techwnology lntegrat'lon 'in Foreilgn ILanguage
to a Cownstructmovist Learn'lng Approach
BY Li WANG
UNIVERSITY OF CENTRAL FLORIDA
38 T.H.E. Journal I www.thejournal.com I May 2005
ith the advent of networked comrputers and lnte:rnet technology,
computer-based instruction has been widely used in language class-
rooms throughout the United States. Computer technologies have
dramatically changed the way people gather information, conduct research
and communicate with others worldwide. Considering the tremendous startupyV
expenses, copyright issues, objectionable materials and other potential dis-
advantages of technology, much research has been conducted regarding: the
effectiveness of, and better strategies for, technology integration.Taking the
characteristics of language learning into account, 'this article helps answer two
important questions: Do we need technology in language classrooms? And
what kinds of services do comp:uter technologies provide for :these classroomrs?
Background Studies
Web-based writing instruction has proved to be an impor-
tant factor in enhancing the writing quality of low-ability
English as a foreign language (EFL) students. In a study
designed to examine the effectiveness of Web-based instruction
in the writing of freshman EFL students, Al-Jarf (2004) found
that the use of Web-based lessons as a supplement to tradi-
tional in-class writing instruction was significantly more effec-
tive than teaching which depended on the textbook alone. The
experimental group of students received online instruction in
which they posted their own threads, short paragraphs, stories
and poems on a discussion board. They also located informa-
tion from the Internet, as well as wrote paragraphs and checked
their own spelling using Microsoft Word.
In another study, Hertel (2003) describes an intercultural
e-mail exchange at the college level where U.S. students in a
beginning Spanish class and Mexican students in an interme-
diate English as a Second Language class corresponded weekly
for one semester. Survey results revealed this student-cen-
tered endeavor had the potential to
change cultural attitudes, increase _
knowledge and awareness of other The best
cultures, foster language acquisition, al anguag
as well as boost student interest and active, aur
motivation in language and cultural ronmenti
studies.
Bernhardt, Rivera and Kamil technoloe
conducted a study in 2004 to exam- interet
ine the practicality and efficiency ful tools 1
of Web-based placement testing for these apj
college-level language programs.
Qualitative analysis of the data indi- langiJag
cated that students, administrators
:wi
re
ith
' 1
and instructors benefited from the online placement tests. For
students, accessing a placement test at their convenience with-
out making an extra summer trip to campus was seen as an
incredible time-saver. At the same time, havin ...
This two-year project explored the use of ICT and eLearning practices across different disciplines at a university. Through case studies of eight disciplines, the project found that careful curriculum design is needed to support diverse student cohorts. ICT can help expand students' understanding of course content and support the development of professional identities, but some students find technology challenging. The project highlighted the need for clear relationships between learning goals, assessments, and technology use, as well as teacher understanding of educational technology's affordances and limitations.
The document summarizes research on the evolving roles of information and communication technologies (ICT) in education and their impact on students' learning experiences. It discusses frameworks that classify ICT's roles as tools, tutors, and tutees. Research also shows ICT supporting deeper learning through "mindtools" and promoting motivation, engagement, access to information and resources, collaboration, and critical thinking skills. Studies find technology-rich classrooms correlate with improved critical thinking. Overall, ICT is increasingly emphasized in curricula and has significantly changed students' educative experiences in various ways.
February 2024 - Top 10 Read Articles in International Journal on Integrating ...IJITE
This journal is an interdisciplinary form for educators who wish to improve the quality of instruction through the use of computers and how to implement it effectively into instruction. This forum also aims to provide a platform for exchanging ideas in new emerging trends that needs more focus and exposure and will attempt to publish proposals that strengthen our goals.
This document summarizes Pamela Arraras' research on the effects of telecollaboration through e-forums on language learning and motivation. The study examined high school students in Argentina and the US who communicated through online forums. Findings indicated that the project motivated students and improved their language skills and cultural awareness. The document provides lessons for setting up successful telecollaboration projects, such as training students on technology, allocating time, and ensuring participation in both languages.
The Impact of Social Media Technologies on Adult Learning IJECEIAES
Technology and social media have presented significant tools for adult learners to learn and advance continually. Fast technological advancements have enabled development of technologies used for learning. Expansion of various tools has given professors, educaters, trainers, instructers, many alternatives towards the implementation of the technology supported learning. The use of social media can improve adult learning outcomes and academic accomplishment. Social media is increasingly proven to be beneficial in adult learning and has a huge potential for adult education. This paper sheds some lights on benefits of social media for adult learners, this is incorporated through the review of previous work and some barriers that encounters social media for learning purposes. Also some social media models are reviewed to show the growth and effect of social media in adult learning context, and suggestions and recommendations are provided.
This work aims to provide a practical guide to assist students of Computer Science
courses and related fields to conduct a systematic literature review. The steps proposed
in this paper to conduct a systematic review were extracted from a technical report
published by the researcher Bárbara Kitchenham [1] and arranged in a more objective
format, in order to make information
INNOVATIVE DESIGN FOR KIDS MASTERY IMPROVEMENT OF LANGUAGE FEATURES IN A STORYindexPub
One of the hardest things for people learning English as a third language is still reading and writing. Because they are still not good enough at language features, they often make big mistakes and assumptions that aren't true. To make learning more fun and useful, visual symbols were made for seven different kinds of language traits. It looks at the Vipicoll form a lot. Visual Symbols media, Picture and picture, and the Collaborative approach are all creatively put together in Vipicoll. This research used Reeve's design method. Research develops Vipicoll learning model, employing interviews, literature reviews, and questionnaires for iterative improvement and validation. Researchers identify problems, create Vipicoll, iteratively refine through trials, forming an effective English Language Education model. Study assesses individual English thinking development, emphasizing interpretive framework, relation, function, and unique visual symbols. From this research, it was found that using Vipicoll really helps improve kids' mastery of language features, especially those in a story. This is proven by the fact that after implementation, kids' correct answers when asked directly by their teachers and their written test answers increased greatly even though many direct answers and test answers used to be wrong and they often didn't understand.
When Practicing Writing Chinese, Is It RecommendeJim Webb
Catherine de Medici of France and Isabella I of Spain both pursued strict Catholic policies, eliminating other religions through massacres. Catherine approved the St. Bartholomew's Day massacre in France that killed 3000 Huguenots. Isabella wanted to remove Muslims and Jews from Spain. Both rulers sought to establish Catholicism as the sole religion and remove perceived religious threats.
016 King Essay Example Stephen Why We Crave HJim Webb
The document provides instructions for using the HelpWriting.net service to request that writers complete assignments. It outlines a 5-step process: 1) Create an account; 2) Submit a request with instructions and deadline; 3) Review bids and choose a writer; 4) Review the completed paper and authorize payment; 5) Request revisions to ensure satisfaction. The service aims to provide original, high-quality content and offers refunds for plagiarized work.
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AN EXPLORATORY STUDY ON K-12 TEACHERS USE OF TECHNOLOGY AND.docxdaniahendric
AN EXPLORATORY STUDY ON K-12 TEACHERS'
USE OF TECHNOLOGY AND MULTIMEDIA IN THE CLASSROOM
INTRODUCTION
Teachers
positively support their curricular goals and enhance
classroom instruction (Smerdon, B., Cronen, S., Lanahan, L.,
Anderson, J., Lannotti, N., & Angeles, J. (2000); Gray,
Thomas & Lewis, 2010). There are multiple technology tools
st
in the 21 century available for teachers to integrate in their
classroom for these purposes; however, there are
challenges. These tools change rapidly so it becomes
inherent for schools to have current technology and
teachers that are sufficiently prepared to use these
technology tools (Hinostroza, 2011). Often teachers do not
understand terminology necessary to communicate when
using these tools. Two terms educators commonly use
interchangeably are technology and multimedia. The term
“technology” denotes the hardware that is used in the
classroom and the term “multimedia”conveys software
applications combining digital media types, such as text,
images, sound, and video, which are the definitions used in
this study. Furthermore, it is difficult to establish a skill and
integrate technology in their classroom to
By
knowledge level necessary for educators.
The International Society for Technology in Education (ISTE)
developed five standards in evaluating the necessary skills
and knowledge of educators. These five standards are to:
1) Facilitate and inspire student learning and creativity; 2)
Design and develop digital age learning experiences and
assessments; 3) Model digital age work and learning; 4)
Promote and model digital citizenship and responsibility;
and 5) Engage in professional growth and leadership (ISTE,
2008).
For the purposes of this study, the ISTE Standard 2: Design
and develop digital age learning experiences and
assessments and ISTE Standard 3: Model digital age work
and learning, were the primary focus. More specifically, two
indicators from standard 2 were examined: a) Design or
adapt relevant learning experiences that incorporate
digital tools and resources to promote student learning and
creativity and b) Develop technology-enriched learning
environments that enable all students to pursue their
individual curiosities and become active participants in
* Associate Professor, Instructional Systems Technology, University of North Carolina Charlotte, USA.
** Assistant Professor, Educational Leadership, University of North Carolina Wilmington, USA.
ABSTRACT
st
21 century has seen new technology and multimedia made available for integration in K-12 classrooms. This exploratory
study examines K-12 teachers' use of technology and multimedia in the classroom in two southern counties in the
Southeastern United States. The purpose of the study was to answer the following five research questions: 1) What
technology do teachers use in the classroom; 2) How often do teachers use technology/multimedia in the ...
SAAIR: Implementing learning analytics at scale in an online world: lessons l...Bart Rienties
Workshop objectives:
Explore how institutions like Open University UK have implemented learning analytics at scale. Workshop activities:
Presentation from the facilitator and interactive with questions via pollev, chat, and Zoom. Facilitator biography:
Dr. Bart Rienties is Professor of Learning Analytics and programme lead of the learning analytics and learning design research programme at the Institute of Educational Technology at the Open University UK. He leads a group of academics who provide university-wide learning analytics and learning design solutions and conduct evidence-based research of how students and professionals learn. As educational psychologist, he conducts multi-disciplinary research on work-based and collaborative learning environments and focuses on the role of social interaction in learning, which is published in leading academic journals and books. His primary research interests are focussed on Learning Analytics, Professional Development, and the role of motivation in learning. Furthermore, Bart is interested in broader internationalisation aspects of higher education. He has successfully led a range of institutional/national/European projects, and has received a range of awards for his educational innovation projects. He has published over 250 academic outputs, and is the 4th most cited author and contributor in Learning Analytics in the period 2011-2018 (Adeniji, 2019), the 5th most published author on internationalisation in the period 1900-2018 (Jing et al. 2020) and the 3rd most cited author on higher education internationalisation in Asia in the period 2013-2018 (Can & Hou, 2021), the 7th most published author on social network analysis in social sciences in the period 1999-2018 (Su et al. 2020), and the 14th most published author on educational technology in the period 2015-2018 (West & Bodily, 2020). More info at https://iet.open.ac.uk/people/bart.rienties
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THE CURRENT TRENDS OF AUGMENTED REALITY IN EARLY CHILDHOOD EDUCATIONijma
ABSTRACT
Augmented Reality has been widely used in various level of education such as higher-level education, secondary education (lower/upper secondary level), primary education, and in informal learning. However, the implementation in early childhood education is still limited. By using library research methodology, the objective of this paper is to investigate the existing work of augmented reality in early childhood education between 2009-2018. Based on the results, it shows that the publication of augmented reality in early childhood education increased slowly within these past ten years. It has been found that the main advantage of augmented reality is to enhance motivation. Early literacy has been found to be the most used topic with sampling less than 30 children. Finally, ‘Marker-based’ augmented reality has been widely used with mobile devices and in term of data collection methods, ‘Test’ has been used the most in this field of research.
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Technology-mediated sociocultural practice requires the dynamic interplay of learner-users’ roles, learning contexts and technology tools. The behavioral intentions of users interact with the perceived features of these tools in enabling up-to-date personal experiences of leisure learning and social networking available online. The aim of this article is to explore the current perceptions among Malaysian university students about their daily learning strategies of English as a Second Language (ESL) via social networking. It initially makes use of the online surveys (quantitative self-reported questionnaire) that have been administered to final year Malaysian university students, ESL learners’ population of approximately 500 students. The result shows that there is obvious potential within these new media resources to empower Malaysian ESL learners with authentic learning potentials such as to communicate, practice and rehearse through the multiple identities and learning strategies they adopt in the virtual environment.
The Advantages ofUsilng Technology inSecond Lanlguage E.docxmehek4
The Advantages of
Usilng Technology 'in
Second Lanlguage Educat'ion
Techwnology lntegrat'lon 'in Foreilgn ILanguage
to a Cownstructmovist Learn'lng Approach
BY Li WANG
UNIVERSITY OF CENTRAL FLORIDA
38 T.H.E. Journal I www.thejournal.com I May 2005
ith the advent of networked comrputers and lnte:rnet technology,
computer-based instruction has been widely used in language class-
rooms throughout the United States. Computer technologies have
dramatically changed the way people gather information, conduct research
and communicate with others worldwide. Considering the tremendous startupyV
expenses, copyright issues, objectionable materials and other potential dis-
advantages of technology, much research has been conducted regarding: the
effectiveness of, and better strategies for, technology integration.Taking the
characteristics of language learning into account, 'this article helps answer two
important questions: Do we need technology in language classrooms? And
what kinds of services do comp:uter technologies provide for :these classroomrs?
Background Studies
Web-based writing instruction has proved to be an impor-
tant factor in enhancing the writing quality of low-ability
English as a foreign language (EFL) students. In a study
designed to examine the effectiveness of Web-based instruction
in the writing of freshman EFL students, Al-Jarf (2004) found
that the use of Web-based lessons as a supplement to tradi-
tional in-class writing instruction was significantly more effec-
tive than teaching which depended on the textbook alone. The
experimental group of students received online instruction in
which they posted their own threads, short paragraphs, stories
and poems on a discussion board. They also located informa-
tion from the Internet, as well as wrote paragraphs and checked
their own spelling using Microsoft Word.
In another study, Hertel (2003) describes an intercultural
e-mail exchange at the college level where U.S. students in a
beginning Spanish class and Mexican students in an interme-
diate English as a Second Language class corresponded weekly
for one semester. Survey results revealed this student-cen-
tered endeavor had the potential to
change cultural attitudes, increase _
knowledge and awareness of other The best
cultures, foster language acquisition, al anguag
as well as boost student interest and active, aur
motivation in language and cultural ronmenti
studies.
Bernhardt, Rivera and Kamil technoloe
conducted a study in 2004 to exam- interet
ine the practicality and efficiency ful tools 1
of Web-based placement testing for these apj
college-level language programs.
Qualitative analysis of the data indi- langiJag
cated that students, administrators
:wi
re
ith
' 1
and instructors benefited from the online placement tests. For
students, accessing a placement test at their convenience with-
out making an extra summer trip to campus was seen as an
incredible time-saver. At the same time, havin ...
This two-year project explored the use of ICT and eLearning practices across different disciplines at a university. Through case studies of eight disciplines, the project found that careful curriculum design is needed to support diverse student cohorts. ICT can help expand students' understanding of course content and support the development of professional identities, but some students find technology challenging. The project highlighted the need for clear relationships between learning goals, assessments, and technology use, as well as teacher understanding of educational technology's affordances and limitations.
The document summarizes research on the evolving roles of information and communication technologies (ICT) in education and their impact on students' learning experiences. It discusses frameworks that classify ICT's roles as tools, tutors, and tutees. Research also shows ICT supporting deeper learning through "mindtools" and promoting motivation, engagement, access to information and resources, collaboration, and critical thinking skills. Studies find technology-rich classrooms correlate with improved critical thinking. Overall, ICT is increasingly emphasized in curricula and has significantly changed students' educative experiences in various ways.
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Technology and social media have presented significant tools for adult learners to learn and advance continually. Fast technological advancements have enabled development of technologies used for learning. Expansion of various tools has given professors, educaters, trainers, instructers, many alternatives towards the implementation of the technology supported learning. The use of social media can improve adult learning outcomes and academic accomplishment. Social media is increasingly proven to be beneficial in adult learning and has a huge potential for adult education. This paper sheds some lights on benefits of social media for adult learners, this is incorporated through the review of previous work and some barriers that encounters social media for learning purposes. Also some social media models are reviewed to show the growth and effect of social media in adult learning context, and suggestions and recommendations are provided.
This work aims to provide a practical guide to assist students of Computer Science
courses and related fields to conduct a systematic literature review. The steps proposed
in this paper to conduct a systematic review were extracted from a technical report
published by the researcher Bárbara Kitchenham [1] and arranged in a more objective
format, in order to make information
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A Content Analysis Of Virtual Reality Studies In Foreign Language Education
1. A Content Analysis of Virtual Reality Studies in Foreign Language
Education
Ekrem SOLAK*
and Gamze ERDEM
English Language Teaching Department, Amasya University, Amasya
Abstract
The use of Virtual Reality in education has been highly prevalent in recent years. In
nearly every domain of education, integration of Virtual Reality has been ongoing
including foreign language teaching and learning. There is a huge shift in teaching and
learning facilities from conventional classrooms to interactive ones. What makes
Virtual Reality special in comparison to other technologies are immersion, interaction
and involvement properties. Therefore, the purpose of this study was to analyze the
studies on foreign language learning and teaching through virtual reality technology and
to highlight the current trends on this topic, thus propose some suggestions for future
researchers of this field. Document analysis method was used in this study. Like other
analytical methods in a qualitative research, document analysis requires that data be
examined and interpreted in order to elicit meaning, gain understanding, and develop
empirical knowledge. 40 research papers published between the years 1995 and 2015
were scanned in terms of data collection tools, research design, sample, sample size,
data analysis method, and the topic of the paper. The results of the study revealed that
document analysis was in the first place in terms of data collection tool and half of the
studies were qualitative. In addition, undergraduate population was primarily the focus
of attention. As from sample size, 101-300 size was primarily used. Moreover,
effectiveness of virtual reality and game-based learning were the two outstanding topics
of these studies.
Keywords: language learning and teaching, virtual reality, VR in language education,
technology
Introduction
In a world with digital natives, it seems inevitable not to realize technology integration
into almost every domain of people’s lives and daily activities. Technology has been
integrated into people’s lives via computers, mobile devices, social media platforms, digital
cameras, etc. However in the last decades, the use of virtual reality for educational practices
has increased. Many varied tools and practices of technology are available and educational
practices can benefit from them with the effective use of technology in the teaching
curriculum. As one of these offspring of technology, Virtual Reality (VR) can be defined as
computer generated artificial worlds or immersive environments in which learners explore
and interact with. The basic idea of VR is to give the impression and feeling of being
*
English Language Teaching Department, Amasya University, Amasya, Turkey. ekremsolak@gmail.com
Participatory Educational Research (PER)
Special Issue 2015-II, pp., 21-26; 5-7 November, 2015
Available online at http://www.partedres.com
ISSN: 2148-6123
http://dx.doi.org/10.17275/per.15.spi.2.3
2. Virtual Reality in Foreign Language Education … E. Solak& G. Erdem
Participatory Educational Research (PER)
-22-
somewhere else by tricking our brains in an artificial sensory world. Psotka (1995) states that
“What distinguishes VR from all preceding technology is the sense of immediacy and control
created by immersion: the feeling of "being there" or presence that comes from a changing
visual display dependent on head and eye movements”.
Various kinds of VR are available depending on the level of immersion and features. Main
VR environments can be divided into 3 categories called text-based, graphical and three
dimensional. Educational or social environment of text-based VR environments are MUD
(Multi User Dungeon) and MOO (Multi-user domain, Object-Oriented). Compared to other
VR environments, they enable low-cost, supportive environments for online activities.
Graphical virtual reality environments are similar to text based ones. Differently, they
integrate graphics to indicate users’ domain in the environment and text is limited to speech
bubbles. The last one is three dimensional (3-D) immersive virtual reality environments. They
are high-tech, three dimensional sensory realities generally calling for head mounted displays
and data gloves. Avatars, visual representations of users, symbolize their presence in the
virtual reality environment. Most common 3D virtual reality applications are active world,
second life, Croquet, etc.
In the light of recent studies, it seems quite reasonable to use virtual reality in learning and
teaching foreign languages. When the learning is stimulating, children keep their attentions on
language learning; therefore, in theory, the activities should be devised in a way that it will be
attractive for learners (McGlothlin, 1997). Virtual reality gives the learners a feeling of
presence in the learning environment and keeps them alert. Using virtual reality in language
teaching can foster learning in that learners can behave differently in an online platform.
People’s behavior can change or at least appear to be different when working online
compared to the behavior they would display in a classroom setting (Roed, 2003). Teachers
can benefit from this situation by integrating virtual reality into traditional classrooms. Virtual
reality is an ideal language learning environment that includes social learning, immersive
learning, creativity and relevance. In 3D virtual environment, learners meet with others; they
share and use their creativity by means of telepresence.
In this meta-analysis study, 40 articles about virtual reality and second language learning
practices are analyzed with respect to specific domains. It is aimed that the results of this
study will suggest a course of action for the future researchers about virtual reality and second
language learning.
Method
Document analysis method was used in this study. Forty papers published in foreign
language education through virtual reality in blind peer-reviewed journals were scanned in
terms of data collection tools, research design, sample, sample size, data analysis method, and
the topic of the paper. In this study, it was aimed to highlight the current trends in this field
and to give some clues for future studies. The following hypothesis questions were answered
in this study.
1. Which topics were frequently studied in these research papers?
2. What data collection tools were frequently used?
3. Which research designs were frequently applied?
4. What were the types and level of samples, and sample sizes in these research papers?
3. Participatory Educational Research (PER), Special Issue 2015-II ;21-26,05-07- November, 2015
Participatory Educational Research (PER)
-23-
FINDINGS
In this section, the data collected from the documents were assessed through excel
program and presented in the form of tables below.
Table 1: Data collection tools
Data collection tools N %
Observation 1 2,5
interview - -
achievement tests - -
Questionnaire 7 17,5
Documents analysis 18 45
Alternative instruments - -
More than once 14 35
Total 40 100
Table 1 displays the number and the percentage of data collection tools used in the relevant
literature. In these studies, Document analysis (45%) was in the first place, and questionnaires
(17,5%) were in the second. In addition, in one study (2,5%), observation was the data
collection tool.
Table 2 : The research design of studies
Research Design N %
Quantitative 14 35
Qualitative 20 50
Mixed 6 15
Table 2 shows the research design of studies conducted on this topic. While 50 % were
qualitative, 35% of the studies were quantitative. In addition, mixed design was used in 15%
of the studies.
Table 3: The sample group and the sample size
Sample N %
Elementary (1-4) 1 2,5
Secondary (5-8) 2 5
High school (9-12) 2 5
Undergraduate 11 27,5
Post graduate 6 15
Not applicable 17 42,5
Sample Size N %
1-10 2 5
11-30 5 12,5
31-100 6 15
101-300 7 17,5
301-1000 2 5
more than 1000 - -
not applicable 18 45
Table 3 indicates the sample group and the sample size of the studies. While undergraduate
population (27,5%) was in the first place, postgraduates (15%) were in the second. As from
sample size, 101-300 sample size (17,5%) was primarily used and then 11-30 size (12,5%)
was used in the second place.
4. Virtual Reality in Foreign Language Education … E. Solak& G. Erdem
Participatory Educational Research (PER)
-24-
Table 4: Topic of papers
Topic of the paper
CALL 3
7,5%
game-based learning 7
17,5%
theoretical background and
literature review
6
15%
potential benefits and drawbacks 5
12,5%
effectiveness of virtual reality 14
35%
social networking 1
2,5%
attitudes 4
10%
Total 40
100%
Table 4 illustrates the topics of the papers published in this field. The effectiveness of virtual
reality (35%) was primarily the focus of attention. Secondly, game-based learning (17,5%)
was taken into consideration by the researchers. On the other hand, social networking was the
aspect of virtual reality studied the least of all in foreign language education
Discussion and Conclusion
This study focused on the studies conducted in the domain of virtual reality and
foreign language learning. Studies mentioned above are mostly qualitative in nature and as a
data collection tool document analyses is the most commonly used one. Göktaş et al. (2012)
and Kelly & Lesh (2000) state that qualitative research methodology has started to be more
preferred than quantitative methodology in recent years, and this study also supports their
findings. Fifty percent of the studies analyzed above are qualitative. Moreover, in a literature
review about recent developments in technology and language learning, Zhao (2003) asserts
that experimental studies are inadequate about technological applications in language learning
and most of the studies are descriptive or theoretical. With regards to sample, it is observed
that undergraduate population is most prevalent and elementary sample population is the least
common used. In the review of previous empirical studies conducted by Hew & Cheung in
2010 about the use of 3-D virtual Worlds in both K-12 and higher education settings, it is also
stated that most of the studies are conducted in university settings and they are mostly
descriptive studies. Elementary, secondary and high school sample populations are lower
compared to other populations. In the study of Zhao (2003), it is also stated that participants
of all the analyzed studies are college students and adult learners. This situation threatens
external validity of the conclusions. Learners may diverge in motivation, language
background and learning styles. A document analysis study conducted by Korkmaz (2015)
about new trends on mobile learning also supports the findings. It is asserted that most of the
studies focus more on higher education and the number is relatively fewer in high school
level. The probable reason behind this result can be explained in terms of interest group and
study feasibility. Students in higher education can more effectively and commonly use
technology for academic and social reasons and as researchers are in the university
environment, it is easier for them to choose and observe the sample group for their studies.
5. Participatory Educational Research (PER), Special Issue 2015-II ;21-26,05-07- November, 2015
Participatory Educational Research (PER)
-25-
When the topic of the papers is examined it has been seen that studies center on the
effectiveness of virtual reality and game- based learning follows this. In a study conducted by
Hew & Cheung in 2010, it is stated that earlier studies about virtual reality are mostly about
media arts and health and environmental fields. This shows that virtual reality has started to
be used more frequently in disciplines of education in the last decades. It is also seen that
there is a gap in the literature about language teaching and learning by means of virtual reality
in the area of CALL and social networking. Levy (1997) has stressed that one of the major
obstacles to CALL research has been inadequate subsequent research in a new area and
Second Life. As a new area of study in CALL, virtual reality assisted language learning
(VRALL) should be emphasized. Consequently, it is seen that more studies should be
conducted in the area of virtual reality and foreign language teaching and learning. Current
studies conducted in this area show that when used properly, Virtual Reality can enhance
foreign language learning to a great extent. However this meta-analysis shows us that the
capacities of Virtual Reality have not been utilized adequately in foreign language teaching
and learning facilities. Cuban (2001) asserts that the use of technology in classrooms is not
adequate. It is also evident from the results that there is still more to be discussed in that area:
implementation to the curriculum, evaluation process, social networking and virtual reality in
CALL etc. As a suggestion for further studies, more longitudinal studies can be implemented
to observe the effect of virtual reality reliably.
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