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Junjie Gavin Wu; Danyang Zhang; Sangmin-Michelle Lee; Junhua Xian – International Journal of Computer-Assisted Language Learning and Teaching, 2025
Digital games have become an important educational tool for learning and teaching. The development of such games has advanced from 2D, desktop-based technologies to 3D, augmented reality (AR) / virtual reality (VR)-based technologies. Yet digital game-based language learning (DGBLL) with AR/VR has only recently started to be investigated, owing to…
Descriptors: Video Games, Computer Simulation, Second Language Learning, Game Based Learning
Megala Rajendran; Moniza Ray; Ajit Ilangovan; Vinoth Kumar Chokkalingam; Anand Binod Singh – Language Teaching Research Quarterly, 2024
Digital games are increasingly used in education to boost engagement and reduce stress. Digital game-based learning (DGBL) has improved the learning experience. However, further investigation is needed to determine the specific impact of commercially available, off-the-shelf (COTS) video games on English language skills. This study provides a…
Descriptors: Video Games, Second Language Learning, English (Second Language), Language Skills
Esteban Vázquez-Cano; Mercedes Quero-Gervilla; María-Pilar Quicios-García; Eloy López-Meneses – Journal of New Approaches in Educational Research, 2024
This research aims to study the psycho-social impact of video games on K12 students. For this, a probabilistic topic modelling analysis method based on text mining approach has been performed. This process is based on nodes' connectivity and it has been developed through K Means approach; by launching the Jenks-Breaks algorithm. The sex…
Descriptors: Elementary School Students, Middle School Students, Secondary School Students, Video Games
Naoko Taguchi; Daniel H. Dixon; Yuqing Qin; Ying Chen – Language Teaching Research, 2025
We investigated the extent to which English learners developed knowledge of pragmatically-appropriate request-making forms through task-based gameplay involving virtual dialogues with fictional professors, employers, and friends on a virtual US campus. The digital game presents players with several scenarios, asking them to select the most…
Descriptors: Game Based Learning, Undergraduate Students, Video Games, Computer Simulation
Matilda Ståhl; Katri Hansell; Sandra Bäck; Mattias Wingren – International Journal of Game-Based Learning, 2025
Playing video games engages children and youth and offers a potential for learning in general and situated language learning in particular. The aim of this paper is to explore the situated conditions and affordances for facilitating in-game interaction, as well as to discuss the language learning potential and educational implications of these…
Descriptors: Video Games, Cooperative Learning, Interaction, Children
Ke Li; Mark Peterson; Qiao Wang – Computer Assisted Language Learning, 2024
This study applies Activity Theory to describe and analyze an out-of-school project in which eight Chinese university students utilized a massively multiplayer online game (MMOG) to learn English. Based on data collected through questionnaires, gaming journals, gaming recordings and interviews, thematic analysis was performed to identify the…
Descriptors: Informal Education, Second Language Learning, Video Games, College Students
A. Pradheepa; K. Gurusamy; T. Pushpanathan – Australian Journal of Applied Linguistics, 2025
This meta-analysis aims to investigate gamification's impact on improving tertiary-level second-language learners' lexical repertoire. Forty-seven peer-reviewed works were evaluated for this analysis. The analysis focused on determining the effectiveness of gamified learning environments in the context of improving vocabulary and learning and…
Descriptors: Meta Analysis, Game Based Learning, Second Language Learning, Second Language Instruction
Saman Ebadi; Reza Ahmadi – Journal of Language, Identity, and Education, 2024
The continuous growth of production and the development of new video games have influenced many aspects of human lives, particularly the young generation. While video games may tap on the entertainment side, primarily aiming to entertain players, they may profoundly impact multi-literacy development. This qualitative study utilizes narrative…
Descriptors: Video Games, Multiple Literacies, English (Second Language), Second Language Learning
Abdullah Albalawi – Australian Journal of Applied Linguistics, 2024
This review paper explores the role of individual differences in second language vocabulary learning, focusing on three key factors: out-of-class exposure (e.g., viewing TV, playing video games and listening to songs), strategic vocabulary learning, and motivation. Individual differences significantly impact vocabulary learning, making it crucial…
Descriptors: Individual Differences, Metacognition, Vocabulary Development, Linguistic Input
Mehmet Sercan Uztosun; Muhammed Kök – Innovation in Language Learning and Teaching, 2024
Purpose: The present study has three objectives: (1) to explore whether there are statistically significant relationships between Extramural English (EE) engagement, second/additional language (L2) anxiety and communication apprehension, (2) to investigate whether EE engagement predicts these two constructs, and (3) to reveal possible predictive…
Descriptors: Foreign Countries, Correlation, English (Second Language), Second Language Learning
Laila Zahir Al Salmi; Iskender Gelir – International Journal of Early Years Education, 2024
This study explores the literacy and social practices of a young Omani emergent bilingual child who is beginning to develop bilingualism and biliteracy in Arabic and English through social interactions. One case study of a four-year-old child and her family living temporarily for her father postgraduate studies in Canada is presented. Framed on…
Descriptors: Bilingualism, Literacy, Arabic, English (Second Language)
Frederick J. Poole; Matthew D. Coss; Jody Clarke-Midura – Language Learning & Technology, 2025
This study explored the use of stealth assessments within a digital game to assess second language (L2) Chinese learners' reading comprehension. Log data tracking learners' in-game behaviors from a game designed for Chinese dual language immersion classrooms (Poole et al., 2022) were used to construct Bayesian Belief Networks to model reading…
Descriptors: Second Language Instruction, Second Language Learning, Reading Comprehension, Game Based Learning
Wen Jia; Liping Zhang; Austin Pack; Yi Guan; Bin Zou – Language Learning & Technology, 2024
Although digital game-based vocabulary learning (DGBVL) has received increasing attention in the past two decades, the impacts of DGBVL on the depth of word knowledge are still not well understood, especially in regard to productive vocabulary learning and DGBVL's long-term efficacy. This study leverages a quasiexperimental research design to…
Descriptors: Game Based Learning, Video Games, Vocabulary Development, Receptive Language
Jing Yan; Scott Grant; Hui Huang – Educational Technology & Society, 2025
Many studies have examined the factors that influence second language interaction, such as task type and communication mode, i.e., face-to-face and computer-mediated communication through online mode. However, there is a paucity of research that has investigated the effects of task type on negotiation of meaning (NoM), a specific type of…
Descriptors: Second Language Learning, Second Language Instruction, Teaching Methods, Task Analysis
Aaron Jakob Johnson – ProQuest LLC, 2024
Students studying in beginning level foreign language classrooms often lack the opportunity to speak spontaneously (Kogan, 2023). Task-Based Language Teaching (TBLT) is a pedagogical approach to language instruction that advocates for the use of tasks to develop learners' second/foreign language (L2) abilities. Games can act as tasks that prepare…
Descriptors: Russian, Second Language Learning, Second Language Instruction, Language Proficiency
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