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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
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
Osama Koraishi – Language Teaching Research Quarterly, 2024
This study conducts a comprehensive quantitative evaluation of OpenAI's language model, ChatGPT 4, for grading Task 2 writing of the IELTS exam. The objective is to assess the alignment between ChatGPT's grading and that of official human raters. The analysis encompassed a multifaceted approach, including a comparison of means and reliability…
Descriptors: Second Language Learning, English (Second Language), Language Tests, Artificial Intelligence
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
Zeinab Hatami Nasab; Mehrak Rahimi – Bulletin of Education and Research, 2023
The study explored the impact of multimedia-enhanced STEAM activities on English as a foreign language (EFL) learners' development of oracy skills and willingness to communicate (WTC) in an online course. The sample included 42 EFL learners who were randomly split into two groups with 21 students in each. Before the study, both groups' listening…
Descriptors: Art Education, STEM Education, Learning Activities, English (Second Language)
Tipaya Peungcharoenkun; Budi Waluyo – Reading & Writing: Journal of the Literacy Association of South Africa, 2024
Background: Research in the field of writing pedagogy within higher education has extensively examined the significant roles that feedback plays in the development of students' writing skills. However, comparative studies that investigate the efficacy of teacher-provided written and oral feedback, both with and without the aid of technology,…
Descriptors: Writing Instruction, Higher Education, Feedback (Response), Technology Uses in Education
Xianghu Liu; Jingwen Pei – Interactive Learning Environments, 2023
New media are used by language learners and teachers inside and outside the classroom to improve basic language skills. This study investigated the uses of new media for enhancing reading skills, stimulating student motivation, and promoting learner autonomy within the context of the International English Language Testing System (IELTS). This…
Descriptors: Reading Instruction, Second Language Learning, Second Language Instruction, Language Tests