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Virtual Reality Games in EFL Class: Examining Learners’ Vocabulary Learning
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참고문헌 (19)
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- 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)
- Wesche, M., "Assessing second language vocabulary knowledge : Depth versus breadth", Canadian Modern Language Review, 53(1), pp.13~40 (1996)
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디지털 가상현실 게임 기반 언어 학습이 영어 학습자의 어휘 및 문화 지식 발달과 정의적 태도에 미치는 영향진승희영상영어교육학회 · 영상영어교육2021 · 제22권 제3호Immersive Learning Technologies in English Language Teaching: A Systematic Review이정민, Hamide Kubra Altun한국교육공학회 · Educational Technology International2020 · 제21권 제2호Investigating the Potential Use of Virtual Learning Environments in EFL Teaching: A Case Study of Second LifeSemin Kazazoğlu아시아테플 · Journal of Asia TEFL2024 · 제21권 제2호Exploring Gamified Vocabulary Learning in Flipped Classroom Setting Through Formative AssessmentDamar Isti Pratiwi아시아테플 · Journal of Asia TEFL2025 · 제22권 제2호Promoting Initial English Vocabulary Learning through the Picture-Naming Game for Young Beginning-Level EFL LearnersDiwan F. Ahmad, Muhlisin Rasuki아시아테플 · Journal of Asia TEFL2023 · 제20권 제4호3D 가상현실 게임을 사용한 문화 학습이 대학생 영어 학습자의 문화간 능력 발달에 미치는 영향진승희영상영어교육학회 · 영상영어교육2019 · 제20권 제3호
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