Game on! Digital Gaming and Augmented Reality/Virtual Reality in Language Learning
שמור ב:
| הוצא לאור ב: | International Journal of Computer - Assisted Language Learning and Teaching vol. 15, no. 1 (2025), p. 1-16 |
|---|---|
| מחבר ראשי: | |
| מחברים אחרים: | , , |
| יצא לאור: |
IGI Global
|
| נושאים: | |
| גישה מקוונת: | Citation/Abstract Full Text - PDF |
| תגים: |
אין תגיות, היה/י הראשונ/ה לתייג את הרשומה!
|
MARC
| LEADER | 00000nab a2200000uu 4500 | ||
|---|---|---|---|
| 001 | 3156573630 | ||
| 003 | UK-CbPIL | ||
| 022 | |a 2155-7098 | ||
| 022 | |a 2155-7101 | ||
| 024 | 7 | |a 10.4018/IJCALLT.367601 |2 doi | |
| 035 | |a 3156573630 | ||
| 045 | 2 | |b d20250101 |b d20251231 | |
| 084 | |a 203028 |2 nlm | ||
| 100 | 1 | |a Wu, Junjie Gavin |u Macao Polytechnic University, Macao | |
| 245 | 1 | |a Game on! Digital Gaming and Augmented Reality/Virtual Reality in Language Learning | |
| 260 | |b IGI Global |c 2025 | ||
| 513 | |a Journal Article | ||
| 520 | 3 | |a Digital games have become an important educational tool for learning and teaching. The development of such games has advanced from 2D, desktop-based technologies to 3D, augmented reality (AR) / virtual reality (VR)-based technologies. Yet digital game-based language learning (DGBLL) with AR/VR has only recently started to be investigated, owing to the emerging availability of these new technologies. This position paper begins with a short review of the educational benefits of DGBLL, followed by a discussion of the use of AR/VR in language learning. To illustrate the potential use of AR/VR in DGBLL, recent empirical studies are reviewed. Based on this analysis, a new model for integrating AR/VR in DGBLL is proposed. The paper ends with suggestions for how DGBLL with AR/VR technologies can be used in future educational endeavors. | |
| 653 | |a Teaching | ||
| 653 | |a Games | ||
| 653 | |a Virtual reality | ||
| 653 | |a Computer & video games | ||
| 653 | |a Teachers | ||
| 653 | |a Augmented reality | ||
| 653 | |a Learning | ||
| 653 | |a Education | ||
| 653 | |a Computer assisted language learning | ||
| 653 | |a Language acquisition | ||
| 653 | |a Augmentation | ||
| 653 | |a Second language learning | ||
| 653 | |a Language | ||
| 653 | |a Computer Simulation | ||
| 653 | |a Linguistic Input | ||
| 653 | |a Learning Activities | ||
| 653 | |a Critical Thinking | ||
| 653 | |a Learning Motivation | ||
| 653 | |a Language Teachers | ||
| 653 | |a Memory | ||
| 653 | |a Educational Theories | ||
| 653 | |a Interpersonal Relationship | ||
| 653 | |a Educational Objectives | ||
| 653 | |a Language Proficiency | ||
| 653 | |a Learner Engagement | ||
| 653 | |a Game Based Learning | ||
| 653 | |a Cultural Relevance | ||
| 653 | |a Educational Benefits | ||
| 653 | |a Language Skills | ||
| 653 | |a Influence of Technology | ||
| 653 | |a Learning Processes | ||
| 653 | |a Educational Technology | ||
| 653 | |a Learning Theories | ||
| 653 | |a Periodicals | ||
| 653 | |a Computer Assisted Instruction | ||
| 653 | |a English Learners | ||
| 653 | |a Cultural Context | ||
| 700 | 1 | |a Zhang, Danyang |u Shenzhen University, China | |
| 700 | 1 | |a Lee, Sangmin-Michelle |u Kyung Hee University, South Korea | |
| 700 | 1 | |a Xian, Junhua |u Macao Polytechnic University, Macao | |
| 773 | 0 | |t International Journal of Computer - Assisted Language Learning and Teaching |g vol. 15, no. 1 (2025), p. 1-16 | |
| 786 | 0 | |d ProQuest |t Advanced Technologies & Aerospace Database | |
| 856 | 4 | 1 | |3 Citation/Abstract |u https://www.proquest.com/docview/3156573630/abstract/embedded/ZKJTFFSVAI7CB62C?source=fedsrch |
| 856 | 4 | 0 | |3 Full Text - PDF |u https://www.proquest.com/docview/3156573630/fulltextPDF/embedded/ZKJTFFSVAI7CB62C?source=fedsrch |