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Ruofei Zhang; Gary Cheng; Di Zou – Language Learning & Technology, 2025
Digital game-based vocabulary learning (DGBVL) integrates key game elements such as Challenges, Rewards, Human-Computer Interactions (HCI), Multimedia, and Fantasy. Although the overall effectiveness of digital games in enhancing English-as-a-foreign-language (EFL) vocabulary knowledge development is well-established, the specific roles of…
Descriptors: Vocabulary Development, Computer Games, English (Second Language), Learner Engagement
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Xinming Chen; Ziqian Zhou; Malila Prado – International Journal of Assessment Tools in Education, 2025
This study explores the efficacy of ChatGPT-3.5, an AI chatbot, used as an Automatic Essay Scoring (AES) system and feedback provider for IELTS essay preparation. It investigates the alignment between scores given by ChatGPT-3.5 and those assigned by official IELTS examiners to establish its reliability as an AES. It also identifies the strategies…
Descriptors: Artificial Intelligence, Natural Language Processing, Technology Uses in Education, Automation
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Ahmet Can Uyar; Dilek Büyükahiska – International Journal of Assessment Tools in Education, 2025
This study explores the effectiveness of using ChatGPT, an Artificial Intelligence (AI) language model, as an Automated Essay Scoring (AES) tool for grading English as a Foreign Language (EFL) learners' essays. The corpus consists of 50 essays representing various types including analysis, compare and contrast, descriptive, narrative, and opinion…
Descriptors: Artificial Intelligence, Computer Software, Technology Uses in Education, Teaching Methods