This study examines how English-as-lingua-franca (ELF) learners employ semiotic resources, including head movements, gestures, facial expression, body posture, and spatial juxtaposition, to negotiate for meaning in an immersive virtual reality (VR) environment. Ten ELF learners participated in a Taiwan-Spain VR virtual exchange project and completed two VR tasks on an immersive VR platform. Multiple datasets, including the recordings of VR sessions, pre- and post-task questionnaires, observation notes, and stimulated recall interviews, were analyzed quantitatively and qualitatively with triangulation. Built upon multimodal interaction analysis (Norris, 2004) and Varonis and Gass’ (1985a) negotiation of meaning model, the findings indicate t...
“… the new forms of interaction made possible by virtual worlds remain, to a significant degree, une...
I created a Virtual Reality (VR) website in Janus VR, a VR web browser, to enhance second language l...
The point of departure of this paper is an immersive (avatar-based) 3D virtual environment which was...
During the past decade, there has been increasing attention to second/foreign language teaching and ...
Computer-mediated communication tools facilitate international collaboration projects between foreig...
Recent developments in Virtual Reality (VR) technologies are creating a shift in Second Language Acq...
Augmented and virtual realities (together “extended reality”) offer language learners the opportunit...
Virtual exchange projects have become an effective pedagogical method to support students’ developme...
Social Virtual Reality (VR) applications enable real-time interpersonal conversation and allow users...
[[abstract]]Developing communicative ability of English as a Foreign Language (EFL) learners is esse...
Virtual Reality (VR) has been showing potential in new and diverse areas, notably in education. How...
Cette thèse aborde la réalité virtuelle pour l’apprentissage médiatisé du français ou de l’allemand ...
Thesis: S.M., Massachusetts Institute of Technology, School of Architecture and Planning, Program in...
In my thesis I explore the interplay between the different layers employed in communication when a s...
Driven by interactionist theory and operationalized by task-based interaction, this study aims to in...
“… the new forms of interaction made possible by virtual worlds remain, to a significant degree, une...
I created a Virtual Reality (VR) website in Janus VR, a VR web browser, to enhance second language l...
The point of departure of this paper is an immersive (avatar-based) 3D virtual environment which was...
During the past decade, there has been increasing attention to second/foreign language teaching and ...
Computer-mediated communication tools facilitate international collaboration projects between foreig...
Recent developments in Virtual Reality (VR) technologies are creating a shift in Second Language Acq...
Augmented and virtual realities (together “extended reality”) offer language learners the opportunit...
Virtual exchange projects have become an effective pedagogical method to support students’ developme...
Social Virtual Reality (VR) applications enable real-time interpersonal conversation and allow users...
[[abstract]]Developing communicative ability of English as a Foreign Language (EFL) learners is esse...
Virtual Reality (VR) has been showing potential in new and diverse areas, notably in education. How...
Cette thèse aborde la réalité virtuelle pour l’apprentissage médiatisé du français ou de l’allemand ...
Thesis: S.M., Massachusetts Institute of Technology, School of Architecture and Planning, Program in...
In my thesis I explore the interplay between the different layers employed in communication when a s...
Driven by interactionist theory and operationalized by task-based interaction, this study aims to in...
“… the new forms of interaction made possible by virtual worlds remain, to a significant degree, une...
I created a Virtual Reality (VR) website in Janus VR, a VR web browser, to enhance second language l...
The point of departure of this paper is an immersive (avatar-based) 3D virtual environment which was...