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Technological Solutions for Sustainable Development: Effects of a Visual Prompt Scaffolding-Based Virtual Reality Approach on EFL Learners’ Reading Comprehension, Learning Attitude, Motivation, and Anxiety
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Technological Solutions for Sustainable Development: Effects of a Visual Prompt Scaffolding-Based Virtual Reality Approach on EFL Learners’ Reading Comprehension, Learning Attitude, Motivation, and Anxiety (2021)Technological Solutions for Sustainable D…The impact of a virtual reality app on adolescent EFL learners’ vocabulary learning (2020)The impact of a virtual reali…Self-regulated mobile game-based English learning in a virtual reality environment (2020)Self-regulated mobile game-ba…Effectiveness of virtual reality game in foreign language vocabulary acquisition (2020)Effectiveness of virtual real…The Sustainable Development Goals Report 2019 (2019)The Sustainable Development G…Integration of the peer assessment approach with a virtual reality design system for learning earth science (2019)Integration of the peer asses…Effects of peer assessment within the context of spherical video-based virtual reality on EFL students’ English-Speaking performance and learning perceptions (2019)Effects of peer assessment wi…A web-based collaborative reading annotation system with gamification mechanisms to improve reading performance (2019)A web-based collaborative rea…How Can Students Improve Their Reading Comprehension Skill? (2016)How Can Students Improve Thei…A concept map-embedded educational computer game for improving students' learning performance in natural science courses (2013)A concept map-embedded educat…Children's Reading Comprehension Difficulties (2011)Children's Reading Comprehens…Individual and team annotation effects on students’ reading comprehension, critical thinking, and meta-cognitive skills (2010)Individual and team annotatio…Effects of a computer-assisted concept mapping learning strategy on EFL college students’ English reading comprehension (2009)Effects of a computer-assiste…Prompting Middle School Science Students for Productive Reflection: Generic and Directed Prompts (2003)Prompting Middle School Scien…There is a Role for the L1 in Second and Foreign Language Teaching, But… (2001)There is a Role for the L1 in…Oral Reading Fluency as an Indicator of Reading Competence: A Theoretical, Empirical, and Historical Analysis (2001)Oral Reading Fluency as an In…Preliminary Evidence for the Reliability and Validity of a Foreign Language Anxiety Scale (1986)Preliminary Evidence for the …An Integrated Automatic Writing Evaluation and SVVR Approach to Improve Students’ EFL Writing Performance (2022)An Integrated Automatic Writi…Toward a theory of automatic information processing in reading (1974)Toward an Interactive-Compensatory Model of Individual Differences in the Development of Reading Fluency (1980)Beginning to read : Thinking and learning about print. By Marilyn Jager Adams. Cambridge, MA: The MIT Press, 1990. Pp. x, 494. Cloth $29.95. (1991)Developments in Curriculum-Based Measurement (2003)On the Anglocentricities of current reading research and practice: The perils of overreliance on an "outlier" orthography. 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(1978)Teaching by Principles: An Interactive Approach to Language Pedagogy (2001)Studying and Constructing Concept Maps: a Meta-Analysis (2017)Effects of a concept mapping‐based flipped learning approach on EFL students’ English speaking performance, critical thinking awareness and speaking anxiety (2019)Understanding Hong Kong primary school English teachers’ continuance intention to teach with ICT (2019)Learning How to Learn (1984)What Video Games Have to Teach Us about Learning and Literacy (2004)Digital Game-Based Learning in high school Computer Science education: Impact on educational effectiveness and student motivation (2008)Effects of digital game-based learning on students’ self-efficacy, motivation, anxiety, and achievements in learning mathematics (2014)Designing and integrating purposeful learning in game play: a systematic review (2015)Principles and Practice in Second Language Acquisition (1983)Communicative competence : Some roles of comprehensible input and comprehensible output in its development (1985)The Study of Second Language Acquisition (1996)Rethinking monolingual instructional strategies in multilingual classrooms (2007)Teaching for Transfer: Challenging the Two Solitudes Assumption in Bilingual Education (2008)An exploration of speaking-in-class anxiety with Chinese ESL learners (2011)Scale Development : Theory and Applications (1991)Scale Development: Theory and Applications. (1992)Handbook of Research on Educational Communications and Technology (2013)A comparative study on the effects of a VR and PC visual novel game on vocabulary learning (2021)The Promise of Artificial Intelligence in Supporting an Aging Population (2022)The impact of high-immersion virtual reality on foreign language anxiety (2023)Experiential Learning : Experience as the Source of Learning and Development (1983)Motivational and self-regulated learning components of classroom academic performance. (1990)Research Methods in Education (2007)Effects of the self-regulated strategy within the context of spherical video-based virtual reality on students’ learning performances in an art history class (2021)Self-regulated second language learning: a review of types and benefits of strategies, modes of teacher support, and pedagogical implications (2022)On the relationship between EFL students' attitudes toward artificial intelligence, teachers' immediacy and teacher-student rapport, and their willingness to communicate (2024)Educational Innovation in Higher Education: Use of Role Playing and Educational Video in Future Teachers’ Training (2020)The effect of Google Expeditions virtual reality on EFL learners’ willingness to communicate and oral proficiency (2020)Using virtual reality to facilitate learners’ creative self-efficacy and intrinsic motivation in an EFL classroom (2021)Higher education and the Sustainable Development Goals (2020)How’s Life in Latin America? 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References

  • 2019The Sustainable Development Goals Report 20193,543 cited
  • 2001Oral Reading Fluency as an Indicator of Reading Competence: A Theoretical, Empirical, and Historical Analysis1,527 cited
  • 1986Preliminary Evidence for the Reliability and Validity of a Foreign Language Anxiety Scale802 cited
  • 2013A concept map-embedded educational computer game for improving students' learning performance in natural science courses630 cited
  • 2019Effects of peer assessment within the context of spherical video-based virtual reality on EFL students’ English-Speaking performance and learning perceptions439 cited
  • 2003Prompting Middle School Science Students for Productive Reflection: Generic and Directed Prompts429 cited
  • 2001There is a Role for the L1 in Second and Foreign Language Teaching, But…359 cited
  • 2020Self-regulated mobile game-based English learning in a virtual reality environment277 cited
  • 2020Effectiveness of virtual reality game in foreign language vocabulary acquisition258 cited
  • 2009Effects of a computer-assisted concept mapping learning strategy on EFL college students’ English reading comprehension245 cited
  • 2020The impact of a virtual reality app on adolescent EFL learners’ vocabulary learning236 cited
  • 2011Children's Reading Comprehension Difficulties230 cited
  • 2016How Can Students Improve Their Reading Comprehension Skill?220 cited

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2019
Integration of the peer assessment approach with a virtual reality design system for learning earth science
200 cited
  • 2010Individual and team annotation effects on students’ reading comprehension, critical thinking, and meta-cognitive skills168 cited
  • 2019A web-based collaborative reading annotation system with gamification mechanisms to improve reading performance141 cited
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    • 2022An Integrated Automatic Writing Evaluation and SVVR Approach to Improve Students’ EFL Writing Performance45 cited