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          <dc:identifier>https://hdl.handle.net/2286/R.2.N.193519</dc:identifier>
                  <dc:rights>http://rightsstatements.org/vocab/InC/1.0/</dc:rights>
          <dc:rights>All Rights Reserved</dc:rights>
                  <dc:date>2024</dc:date>
                  <dc:format>135 pages</dc:format>
                  <dc:type>Doctoral Dissertation</dc:type>
          <dc:type>Academic theses</dc:type>
          <dc:type>Text</dc:type>
                  <dc:language>eng</dc:language>
                  <dc:contributor>Gracia, Emilia</dc:contributor>
          <dc:contributor>Smith, David Bryan</dc:contributor>
          <dc:contributor>Prior, Matthew</dc:contributor>
          <dc:contributor>Gonzalez-Lloret, Marta</dc:contributor>
          <dc:contributor>Arizona State University</dc:contributor>
                  <dc:description>Partial requirement for: Ph.D., Arizona State University, 2024</dc:description>
          <dc:description>Field of study: Applied Linguistics</dc:description>
          <dc:description>This study examines the impact of High-Immersion Virtual Reality (HiVR) as a tool for teaching English L2 pragmatics to international students enrolled in an Intensive English Program at a US university. This research focuses on integrating HiVR into explicit L2 pragmatics instructional treatments. A quasi-experimental design was employed to assess the pragmatic performance of students in both experimental (HiVR) and control groups across four pragmatics tasks during an eight-week intermediate level course. The findings show a significant advantage for the experimental group, suggesting that HiVR practice enhances learning outcomes in L2 pragmatics. Qualitative feedback revealed participants&#039; enjoyment and perceived realism of VR practice, highlighting the potential of HiVR for simulating real-life conversational scenarios. This study contributes to the field of Computer-Assisted Language Learning (CALL) by demonstrating the efficacy of HiVR in improving L2 pragmatic competence.</dc:description>
                  <dc:subject>English as a Second Language</dc:subject>
          <dc:subject>CALL</dc:subject>
          <dc:subject>L2 pragmatics</dc:subject>
          <dc:subject>Virtual Reality</dc:subject>
                  <dc:title>Immersive Virtual Reality for L2 Pragmatics Instruction in an Intensive English Program at a US University</dc:title></oai_dc:dc></metadata></record></GetRecord></OAI-PMH>
