2009
DOI: 10.1080/09588220903184732
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Designing and implementing virtual enactive role-play and structured argumentation: promises and pitfalls

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Cited by 33 publications
(14 citation statements)
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“…Deutschmann, Panichi & Molka-Danielsen, 2010;Peterson, 2010;Wang & Shao, 2012), only one study (Kruk, 2013) investigated the changes in motivation in learning the target language by means of Internet resources and virtual worlds and some studies examined motivation, anxiety and learning a foreign language in virtual worlds (e.g. Ho, Rappa & Chee, 2009;Wehner, Gump & Downey, 2011;Balcikanli 2012 andWehner, 2014).…”
Section: Empirical Investigations Into (Changes In) Motivation Anxiementioning
confidence: 99%
“…Deutschmann, Panichi & Molka-Danielsen, 2010;Peterson, 2010;Wang & Shao, 2012), only one study (Kruk, 2013) investigated the changes in motivation in learning the target language by means of Internet resources and virtual worlds and some studies examined motivation, anxiety and learning a foreign language in virtual worlds (e.g. Ho, Rappa & Chee, 2009;Wehner, Gump & Downey, 2011;Balcikanli 2012 andWehner, 2014).…”
Section: Empirical Investigations Into (Changes In) Motivation Anxiementioning
confidence: 99%
“…Unfortunately, in the current study, about half of the sample was not sure if they had the necessary technology-related skills to use the game. Similarly, Ho, Rappa, and Chee (2009) noted that there might be some problems with SL regarding control and learners' unfamiliarity. Moreover, more than half (52.5%) of the study sample strongly disagreed, and more than one-third disagreed that their teachers encouraged them to use this digital game to practice a second language.…”
Section: Discussionmentioning
confidence: 99%
“…Pedagogical principles include curriculum content, technological content, and subject knowledge content (de Freitas & Jarvis, 2007). The flexible structure of virtual environments may cause learners to lose their attention (Ho, Rappa, & Chee, 2009). Strategies should be tailored carefully to avoid overloading players with unnecessary information and inhibiting overall learning (Ritz & Buss, 2016).…”
Section: Designmentioning
confidence: 99%