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Showing 1 - 5 results of 5 for Thrasher

The impact of virtual reality (VR) pedagogy on L2 English learners’ oral communication and pragmatic competence
...Thrasher (2022), 25 L2 French learners completed tasks using the social VR application vTime XR with Oculus Go VR headsets. Thrasher found that when using the VR application, students exhibited less ...

by Melike Akay, Matt Kessler
in Volume 28 Number 1, 2024

Presence and agency in real and virtual spaces: The promise of extended reality for language learning
...Thrasher, 2021). Looking back at early VR, I believe, is instructive in terms of today's developments in immersive VR. The first two waves of VR were above all about providing a space for collaborat...

by Robert Godwin-Jones
in Volume 27 Number 3, October 2023 Special Issue: Extended Reality (XR) in Language Learning

Task-based language teaching in VR versus traditional settings
...Thrasher (2025) reported no immediate advantage for immersive VR but observed marginally significant effects on delayed tests, while Cerezo and Pujolà (2025) similarly concluded that VR benefits may...

by Koyo Ogawa
in Volume 30 Number 1, 2026

People
...Thrasher IMMERSE Joseph P. Vitta Waseda University Nina Vyatkina University of Kansas Paula Winke Michigan State University Junjie Gavin Wu Macao Polyt...

in People

Emerging spaces for language learning: AI bots, ambient intelligence, and the metaverse
...Thrasher, 2022). AI-based Spaces: Chatbots Today, the Metaverse Tomorrow? VR figures prominently in the idea of the metaverse (Hwang & Chien, 2022). The term, introduced in Neal Stephenson's Snow C...

by Robert Godwin-Jones
in Volume 27 Number 2, February 2023 Special Issue: Semiotics in CALL