Author(s), publication year | Years of reviewed articles | Numbers and types of reviewed studies | Major findings |
|---|---|---|---|
Lin & Lan, 2015 | 2004–2013 | [29], quantitative & qualitative studies (reviewing articles are excluded) | 1. Studies of this field gradually increased from 2004 to 2013. 2. 3DVWs positively influence linguistic complexity, accuracy, and correct feedback. 3. Learner behaviors, affections, and interactive communication, behaviors, affections, beliefs, and task-based instruction were the research topics in main concern. |
Reisoğlu et. al, 2017 | 2000–2015 | [167], quantitative & qualitative studies (reviewing articles are excluded) | 1. Language learning was the most commonly researched area. 2. 3DVWs (i) function to be the learning support as well as simulation of real-life scenarios, (ii) perform social interaction, and (iii) realize game-based learning. 3. Collaboration and exploration are the major types of learning strategies. 4. Case studies were the most frequently used research method. 5. The major cognitive achievement was communication skills. 6. A suggestion was offered for adopting a better evaluation of 3DVWs in terms of student acquisitions, especially on higher-order cognitive skills. |
Avgousti, 2018 | 2004–2015 | [54], quantitative & qualitative studies (reviewing articles are excluded) | 1. Among the 54 articles using computer-mediated communication (CMC) platforms, 4 of studies adapted 3DVW platform; the others adopt other platforms. 2. 3DVWs became a crucial type of technology to enhance intercultural communicative competence by the virtue of the merit: to provide multimodal mediums that include audio and video, as well as 3D environments. 3. The majority of studies adopted mixed methods of qualitative and quantitative assessment. |
AUTHOR & COLLEAGUE, 2020 | 1999–2019 | [13], quantitative studies (with the experiment and controlled design) | 1. Interaction played the central role. 2. 3DVWs greatly enhance learners’ communication skills and linguistic competence. 3. The great affordance of 3DVWs enabled learners to adopt 3DVWs for language learning in nearly all the aspects. 4. 3DVWs enhanced attitude and self-efficacy, especially in collaboration learning conditions. 5. 3DVW research showed a change of research focus at 2014 regarding interaction mode, platforms, and types of learning achievement. |
Co-cited times | Document, Research type, Published journal | Document, Research type, Published journal | The issues discussed by the co-cited literatures |
|---|---|---|---|
6 | Jauregi et al. (2011), Empirical study, CALL | Liou (2012), Empirical study, CALL | 1. Task design 2. Communicative efficiency 3. Distinctiveness of 3DVWs in CALL |
5 | Dalgarno & Lee (2010), Review article, BJET | Jauregi et al. (2011), Empirical study, CALL | 1. Task design 2. Affective enhancement |
5 | Peterson (2006), Empirical study, CALL | Jauregi et al. (2011), Empirical study, CALL | 1. Communicative efficiency 2. Task design 3. Spatial cognition and the affordance |
5 | Peterson (2006), Empirical study, CALL | Cooke-plagwitz (2008), Review article, CALICO | 1. Social setting of interaction 2. Variety of chat channels among users 3. Applicability of platforms |
5 | Peterson (2006), Empirical study, CALL | Deutschmann, Panichi, and Molka-danielsen (2009), Empirical study, ReCALL | 1. Social setting of interaction 2. Discursive structure of conversation |
5 | Peterson (2006), Empirical study, CALL | Peterson (2012), Empirical study, ReCALL | 1. Discursive structure of conversation 2. Collaborative learning |
5 | Lan (2014), Empirical study, LLT | Lan (2013), Empirical study, AJET | 1. Task design and implementation 2. Social setting of interaction |
4 | Liou (2012), Empirical study, CALL | Peterson (2010), Empirical study, ReCALL | 1. Task design and implementation 2. Communication strategies |
| Note: The acronym BJET refers to the journal British Journal of Educational Technology. AJET refers to the journal Australasian Journal of Educational Technology. CALL refers to the journal Computer Assisted Language Learning. ReCALL refers to the journal European Association for Computer Assisted Language Learning. CALICO refers to the journal Computer Assisted Language Instruction Consortium. LLT refers to the journal Language Learning & Technology. | |||
Research stream (numbers of core studies) | Active years | total link strength | average link strength | Co- citations |
|---|---|---|---|---|
1. Communication in 3DVWs (48) | 1978–2014 | 2015 | 41.98 | 694 |
2. Learning affordance (45) | 1998–2014 | 3317 | 73.71 | 725 |
3. Teaching affordance (41) | 1977–2011 | 2127 | 53.18 | 475 |
4. Pedagogical approaches (29) | 1972–2013 | 1508 | 43.35 | 535 |
5. Interaction (24) | 1985–2016 | 1524 | 63.50 | 365 |
6. Technological Affordances (16) | 1976–2014 | 510 | 31.88 | 103 |
| Note: The numbers after Research stream indicates the numbers of co-cited articles. According to Van Eck & Waltman (2020:5), the term link refers to a connection between two publications. Thee term strength refers to the number of publications in which two publications occurred together in co-occurrence literature links. | ||||
Research stream (numbers of core studies) ¬ Research topics | Theoretical orientation: ¬ Theory | Active years | TLS | ALS | Co-citations |
|---|---|---|---|---|---|
1. Technological affordance (16) ¬ 3DVWs as potential media ¬ Engagement ¬ Integrate educational resources ¬ Collaborative learning and social interaction | Interactionist: ¬ Situated learning Usage-based: ¬ Complexity theory ¬ Constructivism | 1990–2009 | 192 | 13.71 | 172 |
2. Teaching affordance (10) ¬ Intrinsic motivation and engagement ¬ The active role of learners ¬ Contextualization ¬ Authentic materials and presence | Interactionist: ¬ Socio-cultural theory ¬ Communicative language teaching Cognitive: ¬ Task-based instruction ¬ Constructivism | 1995–2010 | 305 | 30.50 | 246 |
3. Learning affordance (8) ¬ Pitfalls and advantages for learners ¬ Meaning negotiation ¬ Collaborative interaction ¬ Technological integration | Usage-based: ¬ Emergentism ¬ Project-based Learning Interactionist: ¬ Intercultural learning | 2000–2008 | 164 | 23.43 | 162 |
4. Pedagogical methods (7) ¬ Discursive elements ¬ Language socialization ¬ Communities of practice | Usage-based: ¬ Experiential learning theory; ¬ Constructivism; Interactionist: ¬ Collaborative learning | 2010–2011 | 182 | 22.75 | 178 |
5. Interaction (6) ¬ Learners’ perception in avatars ¬ Virtual space for interaction ¬ Asynchronous interaction ¬ Experiential Learning and Interdisciplinary Communication | Usage-based: ¬ Constructivism Interactionist: ¬ Situated Learning | 2009–2010 | 105 | 17.50 | 99 |
| Note: The numbers after Research stream indicates the numbers of co-cited articles. According to Van Eck & Waltman (2020:5), the term link refers to a connection between two publications. The term strength refers to the number of publications in which two publications occurred together in co-occurrence literature links. The acronym TLM refers to total link strength and ALS refers to average link strength. | |||||
Research stream (numbers of core studies) ¬ Research topics | Theoretical orientation: ¬ Theory | Active years | TLS | ALS | Co-citation |
|---|---|---|---|---|---|
1. Learning Affordances (33) ¬ Engagement in virtual environments ¬ Task designing ¬ Spatial cognition ¬ Collaborative learning ¬ Cognitive and social presence ¬ Affection and self-efficacy ¬ Challenges and Limitations of Virtual Learning | Interactionist: ¬ Sociocultural theory; ¬ Immersive Learning Theory Cognitive: ¬ Task-based learning; ¬ Game-based Learning; ¬ Motivational Theory; ¬ Cognitive Load Theory | 1987–2014 | 1819 | 53.51 | 486 |
2. Teaching Affordances (30) ¬ Task designing ¬ Input processing ¬ Communicative competence ¬ Negotiation for action ¬ Learning environment as ecological system ¬ Intercultural communication ¬ Pedagogical Strategies in Virtual Worlds | Interactionist: ¬ Communicative language learning ¬ Situated learning; Cognitive: ¬ Task-based language instruction; ¬ Monitor theory | 1993–2013 | 1666 | 55.53 | 693 |
3. Communication and Interaction (23) ¬ Social interaction ¬ Intercultural communication ¬ Communicative competence ¬ Engagement ¬ Language learning strategies ¬ Authentic language use and communication | Interactionist: ¬ Sociocultural theory; ¬ Communicative language learning ¬ Activity theory Usage-based: ¬ Communicative language learning | 1981–2014 | 831 | 36.13 | 291 |
4. Learner’s cognition (22) ¬ Embodiment and presence ¬ Collaborative learning ¬ Context-depended learning ¬ Inter-subjectivity ¬ Learner Motivation and Engagement ¬ The input and output hypothesis | Interactionist: ¬ Socio-cultural theory ¬ Grounded cognition (Social Cognition) Cognitive: ¬ Task-based learning ¬ The monitor theory Affection: ¬ Cognitive Affective Model of Immersive Learning | 1972–2012 | 1007 | 43.78 | 290 |
5. 3DVWs as metaverses (22) ¬ Linguistic complexity ¬ Informational affordances ¬ Interaction between learners and environments ¬ Learners’ agency ¬ Problem-based learning | Interactionist: ¬ Activity Theory; ¬ Affordance Theory; ¬ Sociocultural theory Cognitive: ¬ Task-Based Language Teaching ¬ Communicative Language Teaching Usage-based: ¬ Constructivism | 2009–2012 | 863 | 41.10 | 324 |
| Note: The numbers after Research stream indicates the numbers of co-cited articles. According to Van Eck & Waltman (2020:5), the term link refers to a connection between two publications. The term strength refers to the number of publications in which two publications occurred together in co-occurrence literature links. The acronym TLM refers to total link strength and ALS refers to average link strength. | |||||
Type of frequency Theoretical orientation | Frequency of theoretical orientation in streams | Frequency of research topics that has been discussed | ||
|---|---|---|---|---|
2000–2014 | 2015–2024 | 2000–2014 | 2015–2024 | |
¬ Structuralism | 0 | 0 | 0 | 0 |
¬ Cognitive-based | 1 | 4 | 2 | 10 |
¬ Interactionalist | 3 | 5 | 6 | 12 |
¬ Usage-based | 4 | 2 | 7 | 2 |
¬ Affection | 0 | 1 | 0 | 1 |
Total | 8 | 12 | 15 | 25 |
| Note: The term ‘frequency’ refers to the count of actual occurrences rather than the types of categories. For example, if a specific theory or topic appears once in each of two different streams, it will be counted as 2 occurrences in terms of frequency. | ||||
Author (year) | [Theoretical orientation] Major findings and specific contributions to 3DVWLL | Total link strength | [Located streams (Phase)]: Representative issue | Learning methods, activities, and focus |
|---|---|---|---|---|
Liou, H-C (2012) | [Interactionalist, Affection] Collaborative learning guides 3DVWs applications in educational contexts with appropriate task designs which include students’ technological competences and cognitive needs. Such the pedagogical ecology is compatible with language learning objectives or sense-making in student learning based on the multimodal nature that boosts learners’ exchange of meanings in communication. | 203 | [5](2000–2024): Interaction [2](2015–2024): Teaching Affordance | ¬ Method: 1. CMC mode: synchronic voice chat and non-synchronic text chat 2. Interaction mode: person-to-person and person-object-person ¬ Activities: roleplay, free exploration, peer review ¬ Focus: content-driven linguistic learning |
Jauregi, K (2011) | [Interactionalist] 3DVWs provide adequate interaction in learning tasks which enhance effective intercultural communicative competence. Such the approach respects learners’ needs in virtue of synchronous e-learning environments. The affordance is contributed by negotiation of meaning, interpretation of culture-specific events. Course designs must consider (i) focusing on enhancing rich oral interaction (ii) task completion, and (iii) exploiting the exploratory, functional, and gaming possibilities. | 193 | [3](2000–2024): Teaching affordance [4](2000–2014): Pedagogical methods | ¬ Method: 1. CMC mode: synchronic voice chat 2. Interaction mode: person-to-person ¬ Activities: roleplay, targeted exploration, problem solving, peer review ¬ Focus: (i) linguistic form on basic language skills, (ii) Intercultural communication |
Dalgarno, B & Lee, M. J. W.(2010) | [Affection] 3DVWs show unique characteristics in language learning regarding learner-computer interactivity, regarding representational fidelity immediacy of control and presence. The characteristics include five benefits including spatial representation, experiential learning, engagement, contextualization and collaborative learning. | 188 | [2](2000–2024): Learning affordance [2](2000–2014): Teaching affordance [1](2015–2024):Learning Affordance | ¬ Method: 1. CMC mode: synchronic voice chat 2. Interaction mode: person-to-person (collaboration) ¬ Activities: game-based, roleplay, problem solving, spatial knowledge ¬ Focus: (i) affection on motivation, (ii) content-driven linguistic learning |
Peterson, M (2006) | [Interactionalist, Cognitive-based, Usage-based, Affection] Learners produce coherent language output by using interaction management strategies including feedback markers, addressivity and time saving devices in task-based interaction. Embodiment play a role during task-based interaction such as waving or emotional responses, even though communication features of their avatars were too limited in SDVWs. Learners initiate negotiation of meaning including confirmation and comprehension checks, and definition and clarification requests. However, learners do not experience fully immersion experiences between telepresence and copresence. | 183 | [3](2000–2024):Teaching affordance [3](2000–2014):Learning affordance] | ¬ Method: 1. CMC mode: synchronic voice chat 2. Interaction mode: person-to-person (collaboration) ¬ Activities: problem solving e.g., jigsaw, decision-making, opinion-exchange ¬ Focus: Pragmatics (i) negotiation of meaning, (ii) interaction management |
Peterson, M (2010) | [Interactionalist, Affection] When accomplishing language tasks in 3DVWs, participants display highly learner-centered interaction in which the majority of messages exchanged are delivered between students. Learners produce coherent target language output through collaborative interaction. Collaborative interaction involving the use of five transactional and two interactional discourse management strategies to manage interaction in an effective manner in communication. Last, such task-based learning approach in 3DVWs participation derive high levels of motivation and interest. | 153 | [5](2000–2024):Interaction [3](2015–2024):Communication & Interaction | ¬ Method: 1. CMC mode: synchronic voice chat 2. Interaction mode: person-to-person (collaboration) ¬ Activities: description of virtual scenes, opinion-exchange, presentation, free exploration ¬ Focus: Pragmatics (i) transactional strategies, (ii) interactional strategies |
Deutschmann et al., (2009) | [Interactionalist, Affection] The study takes an ecological perspective of language learning. In term of task design in 3DVWs, meaning focused task design with authenticity and collaborative elements has a direct impact on learners’ engagement. technical and social initiations into a complex environment such as SL are important factors that have to be worked into the course design. | 143 | [3](2000–2024):Teaching affordance [4](2000–2014):Pedagogical methods | ¬ Method: 1. CMC mode: synchronic voice chat 2. Interaction mode: person-to-person (in real world simulation) ¬ Activities: opinion exchanging, presentation, roleplay (social identity) ¬ Focus: (i) affection on engagement, (ii) oral/aural communicative skills in the proficiency level e.g., workplace and conference meeting |
Peterson, M (2012) | [Interactionalist, Affection] Collaborative interaction are mainly contributed by dialogue containing peer-scaffolding focusing on lexis and correction under the affective factors of signal interest and positive politeness. Using task-based approach with 3DVWS in language learning forges social cohesion, intersubjectivity, and the consistent production of coherent target language output. | 137 | [1](2000–2024):Communication in 3DVWs [3](2015–2024):Communication & Interaction | ¬ Method: 1. CMC mode: synchronic text chat 2. Interaction mode: person-to-person ¬ Activities: game-based, problem-solving, role playing, free exploration, collaboration ¬ Focus: pragmatics on politeness and request strategies |
Cooke-plagwitz, J (2008) | [Interactionalist, Affection] 3DVWs create collaborative learning. Such the approach provides students high engagement in a tangible way and abundant resources for language practicing. However, technological intelligence and sense of spatial knowledge are essential for learners to operate interface in virtual world in order to facilitate navigation through this virtual environment. Inconvenience of using 3DVWs in language classrooms might include classroom disorder caused by factors such as relative anonymity and insufficient school budget for providing 3D apparatus to educators. | 134 | [5](2000–2024): Interaction [3](2000–2014):Learning affordance | ¬ Method: 1. CMC mode: synchronic oral and text chat 2. Interaction mode: person-to-person (in authentic real world simulation) ¬ Activities: Role-playing (Social identity), free exploration, problem solving (real social interaction), integration of other teaching resources e.g., Moodle. ¬ Learning focus: (i) basic linguistic skills, (ii) intercultural communication |
Lan, Y-J (2013) | [Interactionalist] 3WVWs promote the oral outputs and interpersonal conversation skills regarding the linguistic gains of actively interpersonal interactions and high frequency of students talking. The key factors include the authentic environments that enhance the L2 comprehension process, task completion with cognitive scaffolding for learners, and the emergent process of meaning-making among learners. | 129 | [4](2000–2014):Pedagogical approaches [4](2015–2024):Learner’s cognition | ¬ Method: 1. CMC mode: 2. Interaction mode: person-to-person, person-to-environment, person- environment-person ¬ Activities: Role-playing (social identity), problem solving (real social task) ¬ Focus: (i) basic linguistic skills, (ii) general communication skills |
Lave, J., & Wenger, E. (1991) | Learning involves an individual process of acquiring knowledge and a social process that occurs within a specific social and cultural context. knowledge is constructed within a situation and applied through interactions with others and the environment. These interactions occur within a community of practice, which is composed of members who share common goals, beliefs, tools, and methods. | 125 | [6](2000–2020):Technological affordance [1](2000–2014):Technological affordance [5](2015–2024): 3DVWs as metaverse | Not Applied (Not empirical study) |