Latest Research in Second Language Acquisition and Learning
18 research papers · 2026 median publication year
Top Research Topics in Second Language Acquisition and Learning
- Augmented Reality Applications — 5 papers
- Virtual Reality Applications and Impacts — 3 papers
- Second Language Acquisition and Learning — 1 papers
- Plasma Physics — 1 papers
- Robotics — 1 papers
- Digital Transformation in Industry — 1 papers
- Educational Games and Gamification — 1 papers
- Creativity in Education and Neuroscience — 1 papers
- Systems and Control — 1 papers
- Health Education and Validation — 1 papers
Highest-Cited Papers
- When Scripts Matter: Writing-System Effects on Metacognitive Calibration in Inferential Word Learning
- Augmented reality system for visualising magnetic field topology and charged-particle trajectories in magnetic fusion plasmas
- Immersive Technologies in Manufacturing Training and Education in Australia
- Hardware-Free Robotics Laboratories in Mixed Reality
- A Design Science Framework for the Adoption and Implementation of Augmented Reality in Warehouse Logistics
- A Multidimensional Framework for Evaluating Operational Learning in Human-Centered Assembly Systems: Effects of Digital Assistance and Virtual Reality
- Intervention fidelity and competency translation of serious games in pharmacy education: a scoping umbrella review
- Enhancing maintenance training through augmented reality: development and evaluation of a contextual prototype for Sri Lanka’s apparel industry
- Aha! Ratings as Metacognitive Judgments
- Virtual earthquake escape: the predictive role of IVR self-efficacy in anxiety, frustration and performance
- Qualitatively Investigating the Impact of Augmented Reality Interactions for Radiological Training
- On the Number of Observation Nodes in Recurrent Neural Networks with Linear Threshold and ReLU Functions
- Development and Validation of the Content of a Mobile Digital Board-Game Application, Constituting a Playful Tool for the Management of Friction Injuries
- Augmented Reality and Virtual Reality Are Not Two Technologies: Why VR, AR, MR, and XR Describe One Activity
- Augmented Reality and Virtual Reality Are Not Two Technologies: Why VR, AR, MR, and XR Describe One Activity
- The influence of cognitive conflict on metacognitive judgments
- Augmented reality-based disassembly operation using Dijkstra's algorithm: an experimental approach
- “There’s No Greater Feeling”: Empowerment and Achievement Through Neurodivergent Co-Design