It was found in the two-year study reported in this article that a single collaborative language lesson using Second Life can result in a statistically significant increase in student self-efficacy beliefs across a range of specific and general language skills. However, students with different 'real life ' prior experience varied in the durability of their language performance beliefs over time. A between-group analysis revealed differences in the pre- and post-tests, which is explained by the specificity of the curriculum- that is, the curriculum within the Second Life environment, and not just the environment itself, has a significant impact on student beliefs. This helps to dispel some critics ' concerns about the pedagogi...
Formal off-campus flexible learning has been a feature of higher education since the 19th century. T...
This study investigated how learners’ language learning beliefs developed in the course of learners’...
The purpose of this paper is to present a review of research on Second Life (SL) as a learning envir...
It was found in the two-year study reported in this article that a single collaborative language les...
This study found that collaborative language activities in an immersive virtual world improved stude...
In the field of language learning, the development of ICT (Information and Communication Technology)...
This article reports on an investigation into the language learning beliefs of students of French in...
This study investigates the impact of a 3D virtual learning environment based on Second Life on stud...
Substantial amount of research regarding L2 learners’ beliefs has been conducted in recent years. Ho...
The second 2019 issue of SSLLT brings together six papers, all of which report empirical studies dea...
This paper reports on a study of beliefs held by 262 English for Academic Purposes (EAP) language le...
Given the expanding definition of classrooms, it is important to investigate evidence-based interven...
Second Life is a virtual world that was created by Linden Labs in 2003 and that can be easily downlo...
Formal off-campus flexible learning has been a feature of higher education since the 19th century. T...
Formal off-campus flexible learning has been a feature of higher education since the 19th century. T...
Formal off-campus flexible learning has been a feature of higher education since the 19th century. T...
This study investigated how learners’ language learning beliefs developed in the course of learners’...
The purpose of this paper is to present a review of research on Second Life (SL) as a learning envir...
It was found in the two-year study reported in this article that a single collaborative language les...
This study found that collaborative language activities in an immersive virtual world improved stude...
In the field of language learning, the development of ICT (Information and Communication Technology)...
This article reports on an investigation into the language learning beliefs of students of French in...
This study investigates the impact of a 3D virtual learning environment based on Second Life on stud...
Substantial amount of research regarding L2 learners’ beliefs has been conducted in recent years. Ho...
The second 2019 issue of SSLLT brings together six papers, all of which report empirical studies dea...
This paper reports on a study of beliefs held by 262 English for Academic Purposes (EAP) language le...
Given the expanding definition of classrooms, it is important to investigate evidence-based interven...
Second Life is a virtual world that was created by Linden Labs in 2003 and that can be easily downlo...
Formal off-campus flexible learning has been a feature of higher education since the 19th century. T...
Formal off-campus flexible learning has been a feature of higher education since the 19th century. T...
Formal off-campus flexible learning has been a feature of higher education since the 19th century. T...
This study investigated how learners’ language learning beliefs developed in the course of learners’...
The purpose of this paper is to present a review of research on Second Life (SL) as a learning envir...