نمایش مختصر رکورد

dc.contributor.authorSoleimani, Hassanen_US
dc.contributor.authorJalilifar, Alirezaen_US
dc.contributor.authorRouhi, Afsaren_US
dc.contributor.authorRahmanian, Mahboubehen_US
dc.date.accessioned1399-07-09T10:28:50Zfa_IR
dc.date.accessioned2020-09-30T10:28:50Z
dc.date.available1399-07-09T10:28:50Zfa_IR
dc.date.available2020-09-30T10:28:50Z
dc.date.issued2019-06-01en_US
dc.date.issued1398-03-11fa_IR
dc.date.submitted2019-01-15en_US
dc.date.submitted1397-10-25fa_IR
dc.identifier.citationSoleimani, Hassan, Jalilifar, Alireza, Rouhi, Afsar, Rahmanian, Mahboubeh. (2019). Augmented Reality and Virtual Reality Scaffoldings in Improving the Abstract Genre Structure in a Collaborative Learning Environment: A CALL Study. Journal of English Language Teaching and Learning, 11(23), 327-356.en_US
dc.identifier.issn2251-7995
dc.identifier.issn2676-6876
dc.identifier.urihttps://elt.tabrizu.ac.ir/article_8931.html
dc.identifier.urihttps://iranjournals.nlai.ir/handle/123456789/382460
dc.description.abstractThe marriage between technology and teaching in educational milieus in recent years has been a major concern among educational researchers in general and applied linguists in particular as far as augmented reality (AR) and virtual reality (VR) are concerned. Augmented reality after virtual reality received much attention over the last decades in mobile assisted language learning context. AR mixes virtual world onto real environment, VR delve the participants in to the virtual world. To examine the effect of AR and VR on abstract writing of EFL students, 12 intermediate proficiency pairs (high and low proficiency) participated based on their scores on TOEFL and a hypothetical abstract writing task. The participants were required to write an abstract according to the sub-moves of Hyland's (2000) move analysis provided through three mobile applications including AR-, VR HeadSet virtual reality-, and paper-based scaffoldings for four weeks in a collaborative context. In evaluating the groups' abstract writing scores before and after the treatment, no significant differences were found among the three groups. However, the AR group revealed better mean average results (<em>M </em>= 33) compared to the other VR (<em>M</em> = 24) and paper-based groups (<em>M</em> = 29). Besides, the low intermediate proficiency subjects in the AR group received higher scores (<em>M</em> = 40) compared to heir higher counterpart (<em>M</em> = 37). Results imply that the integration of real and unreal worlds might be a good asset in teaching the genre of abstracts to EFL learners in general and low intermediate proficiency learners in particular.en_US
dc.languageEnglish
dc.language.isoen_US
dc.publisherUniversity of Tabrizen_US
dc.publisherدانشگاه تبریزfa_IR
dc.relation.ispartofJournal of English Language Teaching and Learningen_US
dc.relation.ispartofمجله مطالعات آموزش و فراگیری زبان انگلیسی دانشگاه تبریزfa_IR
dc.subjectaugmented reality scaffoldingen_US
dc.subjectvirtual reality scaffoldingen_US
dc.subjectabstract genre structureen_US
dc.subjectCollaborative writingen_US
dc.subjectmobile-assisted language learningen_US
dc.titleAugmented Reality and Virtual Reality Scaffoldings in Improving the Abstract Genre Structure in a Collaborative Learning Environment: A CALL Studyen_US
dc.typeTexten_US
dc.typeResearch Paperen_US
dc.contributor.departmentAssociate Professor, Department of Applied Linguistics, Payame Noor University, Tehranen_US
dc.contributor.departmentProfessor, Department of Applied Linguistics, Shahid Chamran University of Ahvazen_US
dc.contributor.departmentAssociate Professor, Department of Applied Linguistics, Payame Noor University, Tehranen_US
dc.contributor.departmentPhD candidate, Department of Applied Linguistics, Payame Noor University, Tehranen_US
dc.citation.volume11
dc.citation.issue23
dc.citation.spage327
dc.citation.epage356


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