Optimizing affordances of high immersive virtual reality for language learning
Author:
Affiliation:
1. Department of Second Language Studies , University of Hawai’i at Mānoa , Honolulu , HI , USA
2. Department of East Asian Studies , Princeton University , Princeton , NJ , USA
Abstract
Publisher
Walter de Gruyter GmbH
Link
https://www.degruyter.com/document/doi/10.1515/jccall-2023-0006/pdf
Reference44 articles.
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2. Ames, R. T. (2011). Confucian role ethics: A vocabulary. The Chinese University Press.
3. Barab, S. A., Gresalfi, M., Dodge, T., & Ingram-Goble, A. (2010). Narratizing disciplines and disciplinizing narratives: Games as 21st century curriculum. International Journal of Gaming and Computer-Mediated Simulations, 2(1), 17–30. https://doi.org/10.4018/jgcms.2010010102
4. Barab, S. A., Sadler, T. D., Heiselt, C., Hickey, D., & Zuiker, S. (2007). Relating narrative, inquiry, and inscriptions: Supporting consequential play. Journal of Science Education and Technology, 16(1), 59–82. https://doi.org/10.1007/s10956-006-9033-3
5. Barrett, A., Pack, A., Guo, Y., & Wang, N. (2020). Technology acceptance model and multi-user virtual reality learning environments for Chinese language education. Interactive Learning Environments, 31(3), 1–18. https://doi.org/10.1080/10494820.2020.1855209.
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