Publication Date
In 2025 | 0 |
Since 2024 | 1 |
Since 2021 (last 5 years) | 2 |
Since 2016 (last 10 years) | 4 |
Since 2006 (last 20 years) | 6 |
Descriptor
Source
Computer Assisted Language… | 1 |
Education Quarterly Reviews | 1 |
Educational Technology &… | 1 |
IGI Global | 1 |
International Journal of… | 1 |
Reading and Writing: An… | 1 |
Author
Agustini, Ketut | 1 |
Akçelik, Derya | 1 |
Baek, Youngkyun | 1 |
Bhide, Adeetee | 1 |
Budasi, I. Gede | 1 |
Eyüp, Bircan | 1 |
Luo, Wencan | 1 |
Maries, Adrian | 1 |
Nag, Sonali | 1 |
Nian-Shing Chen | 1 |
Perfetti, Charles | 1 |
More ▼ |
Publication Type
Journal Articles | 5 |
Reports - Research | 5 |
Books | 1 |
Collected Works - General | 1 |
Education Level
Audience
Teachers | 1 |
Laws, Policies, & Programs
Assessments and Surveys
What Works Clearinghouse Rating
Ya-Wen Cheng; Yuping Wang; Yu-Jie Cheng; Nian-Shing Chen – Computer Assisted Language Learning, 2024
Existing research has established immense importance in contextual learning for second language development. However, to provide real-life context in the learning of a foreign language is challenging. To help create such a learning environment, our previous research developed an innovative system called the R&T System, utilizing robots (R) and…
Descriptors: Robotics, Internet, Game Based Learning, Children
Budasi, I. Gede; Ratminingsih, Ni Made; Agustini, Ketut; Risadi, Md. Yudyantara – International Journal of Instruction, 2020
The purpose of this study was to investigate whether there was a significant effect of Power Point game on young learners' learning motivation and English achievement involving learners' perception of it. Based on the characteristics of quantitative research methods, the post-test only control group quasi-experimental design was used to test the…
Descriptors: Computer Software, Student Motivation, Academic Achievement, Student Attitudes
Akçelik, Derya; Eyüp, Bircan – Education Quarterly Reviews, 2021
The purpose of the research is two-fold: firstly, to determine the effect of vocabulary teaching with intelligence games on the vocabulary knowledge of refugee students studying in primary school and learning Turkish as a second language, and secondly to investigate the opinions of the students about vocabulary teaching with intelligence games.…
Descriptors: Educational Games, Game Based Learning, Vocabulary Development, Knowledge Level
Bhide, Adeetee; Luo, Wencan; Vijay, Nivita; Perfetti, Charles; Wang, Jingtao; Maries, Adrian; Nag, Sonali – Reading and Writing: An Interdisciplinary Journal, 2019
Previous research with alphasyllabaries has shown that children struggle with akshara that have two or more consonants, known as complex akshara. We developed a mobile game that teaches 4th grade children Hindi decoding skills, with an emphasis on complex akshara. All of the children were second language learners of Hindi. There were two versions…
Descriptors: Indo European Languages, Second Language Learning, Decoding (Reading), Educational Games
Young, Shelley Shwu-Ching; Wang, Yi-Hsuan – Educational Technology & Society, 2014
The aim of this study is to make a new attempt to explore the potential of integrating game strategies with automatic speech recognition technologies to provide learners with individual opportunities for English pronunciation learning. The study developed the Game Embedded CALL (GeCALL) system with two activities for on-line speaking practice. For…
Descriptors: Computer Assisted Instruction, Second Language Learning, Pronunciation, Educational Technology
Baek, Youngkyun; Whitton, Nicola – IGI Global, 2013
In K-12 classrooms, as well as on the college and university level, the incorporation of digital games has played a vital role in the educational system. While introducing teachers to new fields, these digital games have been designed and implemented for the classroom and have shown positive results at a variety of educational levels. Cases on…
Descriptors: Foreign Countries, Educational Technology, Student Attitudes, Second Language Learning