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Effects of Gamified Grammar and Vocabulary Learning in an English Course on EFL Students in Thailand
Nur Lailatur Rofiah; Budi Waluyo – Teaching English with Technology, 2024
The present study investigated the effects of gamified grammar and vocabulary learning using Kahoot!, Quizizz, and Quizlet on learning performance, motivation, enjoyment, anxiety, and classroom dynamics and engagement in an English course. The investigation also involved the effects of gamified learning on gender, proficiency, and learning…
Descriptors: Vocabulary Development, Teaching Methods, English (Second Language), Second Language Learning
Rahimi, Mehrak; Babaei, Seyyed Abolfazl – Teaching English with Technology, 2021
The purpose of the current study was to examine the relationship between reading strategy use and reading comprehension as mediated by reading rate amongst advanced EFL students who received eye movement training by Rapid Visual Presentation (RSVP) technology. Seventy-two EFL learners participated in the study and received instruction for…
Descriptors: Correlation, Reading Strategies, Reading Comprehension, Reading Rate
Szabó, Fruzsina; Abari, Kálmán; Balajthy, Dániel; Polonyi, Tünde – Teaching English with Technology, 2022
When it comes to language learning and teaching, one of the major issues that needs to be tackled is the large differences between students in terms of school performance, especially socially disadvantaged children who tend to lag behind their peers. Research on language teaching tends to focus on the average learner, thus leaving little room for…
Descriptors: Gamification, Economically Disadvantaged, Second Language Learning, English (Second Language)
Yassin, Baderaddin; Abugohar, Mohammed Abdulgalil – Teaching English with Technology, 2022
The lack of opportunities to practice the English language outside the English as a Foreign Language (EFL) classroom can prevent English language learners (ELLs) from promoting their language proficiency to high standards. This lack makes the progress from one level of English to the next one a hard mission for Arab students. Subsequently,…
Descriptors: Gamification, Computer Assisted Instruction, Handheld Devices, Second Language Learning
Ebadi, Saman; Alizadeh, Ali – Teaching English with Technology, 2021
This study reports the results of a mixed-methods approach to investigate the impact of peer online learner-driven feedback (LDF) using Google Docs and peer-editing in a face-to-face classroom on EFL learners' writing skill. As this study was conducted using a quasi-experimental design, two intact groups, each including twenty EFL learners, were…
Descriptors: Instructional Effectiveness, Electronic Learning, Feedback (Response), Peer Evaluation
Liontas, John I.; Bangun, Imelda V.; Li, Siying – Teaching English with Technology, 2023
This study investigated the efficacy of explicit lexical collocation instruction via the Corpus of Contemporary American English (COCA). To improve competence in lexical collocation and writing performance and to examine whether collocational competence and writing performance have a linear interrelation, 16 international English for Academic…
Descriptors: English for Academic Purposes, Second Language Learning, Second Language Instruction, Teaching Methods