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Creating Thinking Professionals: Teaching and Learning about Professional Practice Using Interactive Technology

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... planning, linguistic preparation, role and task familiarization) should take place before the simulations and debriefing afterwards (e.g. consolidate student learning though the discussion of their experience) (Bambrough, 1994;Gaudart, 1999;Waniganayake et al, 2006). In fact, Garris et al. (2005) mention that debriefing should be considered as the most critical part of utilizing a game or a simulation in a language classroom. ...
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p> The purpose of this paper is to investigate the effects of virtual simulation-based language learning in a foreign language class in Korea. Total 35 1st-year university students in Korea participated in this research to figure out the effect of simulations. A virtual English learning community, ‘Cypris Chat’ in Second Life was selected as a learning tool. For the data collection, a survey questionnaire was distributed and analyzed quantitatively. The result shows that the majority of the students had a positive attitude toward using a virtual simulation in English learning and had better understanding in learning English by experiencing an authentic practice. The first section of this paper provides a general overview of simulations in educational settings through an insightful literature review of the current research in the area. The review includes a comprehensive outlook on simulations, an example of successful classroom integration and some of the considerations researchers have found for their implementation. The latter section addresses the research method, results and conclusions. </p
... It has been argued that social presence can be transferred into online systems thus creating a "weaving of the face to face and online community" (Garrison & Vaughan, 2008, cited in Smith, Stacey, & Ha, 2009. This suggests there is a legitimate place for a social presence and constructivist, active engagement that incorporates a combination of FTF contact and more remote electronic communication approaches (Gosper, Malfroy, & McKenzie, 2013;Parker,et al., 2013;Waniganayake, Wilks, & Linser, 2007). Dunlap and Lowenthal (2014) caution that despite the presence of engaging online resources and activities, students can feel that the teacher is "absent for the course" which can then decrease levels of academic engagement (p. 1). ...
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... planning, linguistic preparation, role and task familiarization) should take place before the simulations and debriefing afterwards (e.g. consolidate student learning though the discussion of their experience) (Bambrough, 1994;Gaudart, 1999;Waniganayake, et al, 2006). In fact, Garris, et al. (2005) mention that debriefing should be considered as the most critical part of utilizing a game or a simulation in a language classroom. ...
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The purpose of this paper is to investigate the effects of virtual simulation-based language learning in a foreign language class in Korea. Total 35 1st-year university students in Korea participated in this research to figure out the effect of simulations. A virtual English learning community, ‘Cypris Chat’ in Second Life was selected as a learning tool. For the data collection, a survey questionnaire was distributed and analysed quantitatively. The result shows that the majority of the students had a positive attitude toward using a virtual simulation in English learning and had better understanding in learning English by experiencing an authentic practice. The first section of this paper provides a general overview of simulations in educational settings through an insightful literature review of the current research in the area. The review includes a comprehensive outlook on simulations, an example of successful classroom integration and some of the considerations researchers have found for their implementation. The latter section addresses the research method, results and conclusions.
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