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Virtual Reality Games in EFL Class: Examining Learners’ Vocabulary Learning

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참고문헌 (19)

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  3. Chien, S. Y., "Effects of peer assessment within the context of spherical video-based virtual reality on EFL students’ English-Speaking performance and learning perceptions", Computers & Education, 146, pp.103751~ (2020)[DOI]
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  7. Fassi, F., "International conference on augmented reality, virtual reality and computer graphics, Vol. 2016", pp.139~157 (2016), Spring International Publishing
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  10. Lan, Y. J., "Does 3D immersive experience enhance Mandarin writing by CSL students?", Language Learning and Technology, 23(2), pp.125~144 (2019)
  11. Parisi, T, "Learning VR" (2016), O’Reilly
  12. Parong, J., "Learning science in immersive virtual reality", Journal of Educational Psychology, 110(6), pp.785~797 (2018)[DOI]
  13. Peeters, D., "Sustained inhibition of the native language in bilingual language production : A virtual reality approach", Bilingualism : Language and Cognition, 21(5), pp.1035~1061 (2018)[DOI]
  14. Perez, M. M., "Vocabulary learning through viewing video : The effect of two enhancement techniques", Computer Assisted Language Learning, 31(1-2), pp.1~26 (2018)[DOI]
  15. Radianti, J., "A systematic review of immersive virtual reality applications for higher education : Design elements, lessons learned, and research agenda", Computers & Education, 147, pp.103778~ (2019)[DOI]
  16. Rau, P. L. P., "Speed reading on virtual reality and augmented reality", Computers & Education, 125, pp.240~245 (2018)
  17. Tai, T. Y., "The impact of a virtual reality app on adolescent EFL learners’ vocabulary learning", Computer Assisted Language Learning, 35(4), pp.892~917 (2022)
  18. Wang, C. P., "On the effects of 3D virtual worlds in language learning-A meta-analysis", Computer Assisted Language Learning, 32(1), pp.21~46 (2019)
  19. Wesche, M., "Assessing second language vocabulary knowledge : Depth versus breadth", Canadian Modern Language Review, 53(1), pp.13~40 (1996)

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