Learning, Design, and Technology 2016
DOI: 10.1007/978-3-319-17727-4_24-1
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The Essential Components of Game Design in 3D Virtual Worlds: From a Language Learning Perspective

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Cited by 24 publications
(31 citation statements)
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“…Foreign Language Anxiety (FLA) is commonly experienced by students across different language skills and levels of ability, and both teaching practitioners as well as researchers have endeavoured for decades to find the perfect recipe that will generate anxiety-free teaching environments. On the other hand, in recent years we have seen a considerably high number of research studies focusing on the use of virtual worlds (VWs) for educational purposes in general (Gregory, Lee, Delgarno & Tynan, 2016) and for language learning in particular (Sadler, 2012;Lan, 2016). These environments usually integrate chat and voice options, making it possible for geographically dispersed users to communicate with each other and allowing for telecollaboration activities to take place between students from different countries.…”
Section: Introductionmentioning
confidence: 99%
“…Foreign Language Anxiety (FLA) is commonly experienced by students across different language skills and levels of ability, and both teaching practitioners as well as researchers have endeavoured for decades to find the perfect recipe that will generate anxiety-free teaching environments. On the other hand, in recent years we have seen a considerably high number of research studies focusing on the use of virtual worlds (VWs) for educational purposes in general (Gregory, Lee, Delgarno & Tynan, 2016) and for language learning in particular (Sadler, 2012;Lan, 2016). These environments usually integrate chat and voice options, making it possible for geographically dispersed users to communicate with each other and allowing for telecollaboration activities to take place between students from different countries.…”
Section: Introductionmentioning
confidence: 99%
“…However, listening comprehension is often considered difficult and causes anxiety among EFL learners (Chen, 2019; Jiang & Dewaele, 2019). An enduring challenge for language instructors is how to create authentic contexts for L2 listening and prepare learners for real-world communicative contexts (Lan, 2016). To deal with L2 listening obstacles, many researchers (e.g., Lan & Liao, 2018; Liao & Lu, 2018) advocate the use of the virtual world (VW), often termed the desktop virtual environment (Lan, 2020), which provides a simulated environment for interactive, learner-centered listening.…”
mentioning
confidence: 99%
“…The 38 studies vary greatly by scale. The number of participants range from as few as 4 ( Lan et al, 2018a , b ) to as many as 274 ( Chen and Hsu, 2020 ). Most studies (29) had 20–80 participants, a few (2) had fewer than 20, and some others (7) had more than 80.…”
Section: Resultsmentioning
confidence: 99%
“…Evidence shows that VR provides simulated real-life experiences hardly accessible in traditional classroom settings, which could boost learner autonomy and engagement and reduce learning anxiety ( Yeh and Lan, 2018 ; Parmaxi, 2020 ). The application of VR tools facilitates the acquisition of various language skills, such as vocabulary ( Madini and Alshaikhi, 2017 ; Legault et al, 2019 ; Alfadil, 2020 ), speaking ( Xie et al, 2019 ), writing ( Lan et al, 2019 ), listening ( Lan et al, 2018a , b ), as well as cultural competence ( Zheng et al, 2017 ; Chen, 2018 ). Moreover, teachers and learners in general report positive experience while using VR in language teaching and learning ( Kaplan-Rakowski and Wojdynski, 2018 ; Wen, 2021 ).…”
Section: Introductionmentioning
confidence: 99%