Informacja

Drogi użytkowniku, aplikacja do prawidłowego działania wymaga obsługi JavaScript. Proszę włącz obsługę JavaScript w Twojej przeglądarce.

Wyszukujesz frazę "immersive" wg kryterium: Temat


Wyświetlanie 1-2 z 2
Tytuł:
THE IMPACT OF IMMERSIVE STRATEGY WITH ENGLISH VIDEO CLIPS ON EFL STUDENTS’ SPEAKING PERFORMANCE: AN EMPIRICAL STUDY AT SENIOR HIGH SCHOOL
Autorzy:
Muslem, Asnawi
Zulfikar, Teuku
Ibrahim, Ibnu Hajar
Syamaun, Arifin
Saiful, -
Usman, Bustami
Powiązania:
https://bibliotekanauki.pl/articles/955767.pdf
Data publikacji:
2019
Wydawca:
Uniwersytet Marii Curie-Skłodowskiej w Lublinie. IATEFL Poland Computer Special Interest Group
Tematy:
Immersive Strategy;
English video clips;
EFL;
students’ speaking performances
Opis:
This study aimed at investigating the effects of an immersive strategy using English video clips on students’ speaking performance. A quasi-experimental design was employed in this study. The study comprised 45 students; 23 in the experimental group (EG) class using English video clips and 22 in the alternative group (AG) class using English audio CD’s. All teaching materials used in this study were selected from YouTube. A pre-test and a post-test were implemented in each of the groups. Data were analyzed statistically using SPSS to obtain the mean, standard deviation, and undertake t-tests. The results showed that the students participating in the immersive strategy through English video clips group outperformed the students subjected to the immersive strategy through English audio. The findings have pedagogical impacts for EFL teachers, teacher trainees, practitioners and policy makers to employ English video clips to improve students’ speaking performance.
Źródło:
Teaching English with Technology; 2019, 19, 4; 90-103
1642-1027
Pojawia się w:
Teaching English with Technology
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Making virtual reality accessible for language learning: applying the VR application analysis framework
Autorzy:
Frazier, Erin
Lege, Ryan
Bonner, Euan
Powiązania:
https://bibliotekanauki.pl/articles/2097445.pdf
Data publikacji:
2021
Wydawca:
Uniwersytet Marii Curie-Skłodowskiej w Lublinie. IATEFL Poland Computer Special Interest Group
Tematy:
virtual reality
VR Application Analysis Framework
immersive capacity
communicative capability
CALL
Tilt Brush
Opis:
Virtual Reality (VR) is a valuable tool for learning, however, there is a lack of education-focused content for language learning needs. This article introduces the VR Application Analysis Framework (Lege, Bonner, Frazier, & Pascucci, 2020) to assist educators in scaffolding existing commercial off-the-shelf (COTS) applications for use in classroom activities through four key lenses: immersive capacity, cognitive load, purpose, and communicative capability. The framework is then used to analyze the strengths and weaknesses of an example COTS VR application, Tilt Brush. This analysis, completed using the framework, is followed by three lesson plans for Tilt Brush that demonstrate how VR could be used in the language classroom.
Źródło:
Teaching English with Technology; 2021, 21, 1; 131-143
1642-1027
Pojawia się w:
Teaching English with Technology
Dostawca treści:
Biblioteka Nauki
Artykuł
    Wyświetlanie 1-2 z 2

    Ta witryna wykorzystuje pliki cookies do przechowywania informacji na Twoim komputerze. Pliki cookies stosujemy w celu świadczenia usług na najwyższym poziomie, w tym w sposób dostosowany do indywidualnych potrzeb. Korzystanie z witryny bez zmiany ustawień dotyczących cookies oznacza, że będą one zamieszczane w Twoim komputerze. W każdym momencie możesz dokonać zmiany ustawień dotyczących cookies