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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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Ikeda, Risa – TESL-EJ, 2020
Study abroad destinations for Japanese students, particularly those aiming to improve their English language skills, tend to focus on the "Inner Circle" (Kachru, 1992) of English-speaking countries. However, over the last two decades, Korean and Japanese-owned English language schools in the Philippines started to appear, leading to over…
Descriptors: Outcomes of Education, Self Concept, College Students, English (Second Language)
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Lai, Alan; Kaplan, Matthew – International Journal of Teaching and Learning in Higher Education, 2016
This article aims to address the practical question of whether there is educational value to embedding second-language (L2) learning experiences in intergenerational contexts. In particular, a case study was conducted of a novel, university-based ESL program in Hong Kong in which a group of older adult volunteers with a high level of English…
Descriptors: Case Studies, English (Second Language), Second Language Learning, Foreign Countries