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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
Saud, Syukur; Aeni, Nur; Azizah, Laelah – International Journal of Language Education, 2022
In creating a comfortable English learning atmosphere, the impressions of students and lecturers are crucial. Leading the students to be happy in learning is one of the big challenges for the lecturer. The aim of this study is to find out how students and lecturers feel about online learning by using gamification. It investigated how the students…
Descriptors: English (Second Language), Second Language Learning, Second Language Instruction, Language Tests
Grace Hui Chin Lin – Online Submission, 2024
This research was conducted in a National University of western part in Taiwan. It guided students to select language learning games of language learning (Amur et al. (2024; Huang & Liaw, 2021; Srinivasan & Reddy 2023) on Facebook or other websites to improve English Language proficiencies in listening, speaking reading and writing. Below…
Descriptors: English (Second Language), Second Language Learning, Second Language Instruction, Artificial Intelligence
Mat Husin, Mohd Zulfadli; Azmuddin, Ruhil Amal – Educational Process: International Journal, 2022
Background/purpose: Game-based learning is becoming increasingly popular among educators in higher institutions. However, it can be a daunting task for educators to ascertain which of the currently available game-based learning platforms best suits their learners' needs. This study explored the suitability of Kahoot! as one of the most commonly…
Descriptors: Learner Engagement, English (Second Language), Second Language Learning, Second Language Instruction
Calvo-Ferrer, José Ramón – International Journal of Game-Based Learning, 2021
The frequency of word exposure in teaching materials, along with corrective feedback, has often been identified as a powerful variable in the learning of vocabulary in a foreign language. The effect of the number of times an action is presented as accurate in digital game-based language learning scenarios (i.e., knowledge of correct response [KCR]…
Descriptors: Feedback (Response), Error Correction, Computer Games, Video Games
Štefková, Jaroslava; Danihelová, Zuzana – Advanced Education, 2023
These days, languages at non-philological universities are becoming an important tool of internationalization. However, language classes seem to be an additional subject to the obligatory technical subjects, and they are not given enough space in the technical study portfolios. Therefore, CLIL (Content and Language Integrated Learning), which…
Descriptors: Teacher Attitudes, Teaching Methods, Second Language Learning, Second Language Instruction
Liakin, Denis; Cardoso, Walcir; Waddington, David; Liakina, Natallia – Research-publishing.net, 2018
This study explores the pedagogical use of "Astronautes Français Langue Seconde (Astronautes FLS)", a cooperative digital game, in second/foreign language (L2) French teaching. It has two goals: (1) to introduce "Astronautes FLS" and its conceptualization, and (2) to report the results of a feasibility study in which we…
Descriptors: French, Second Language Learning, Second Language Instruction, Language Proficiency
Altinbas, Mehmet Emre; Savas, Perihan – International Journal on E-Learning, 2020
The aim of the present study was to investigate the outcomes of using multiplayer online computer games for the development of English as a foreign language (EFL) skills (reading, writing, listening, speaking). For this purpose, the study employed a repeated measures design. The study was conducted with 13 multiplayer online gamer EFL learners…
Descriptors: Second Language Learning, English (Second Language), Outcomes of Education, Language Proficiency
Bektas Cetinkaya, Yesim – Novitas-ROYAL (Research on Youth and Language), 2021
This study assesses vocabulary size of university students in an EFL context and unfolds the vocabulary development processes of successful learners through learners' reflective accounts. The study used a mixed methodology to collect and analyze the data. The quantitative data were collected from 93 university students who major in English…
Descriptors: Vocabulary Development, Second Language Learning, Second Language Instruction, English (Second Language)
Hao, Tao; Wang, Zhe; Ardasheva, Yuliya – Journal of Research on Educational Effectiveness, 2021
This meta-analysis reviewed research between 2012 and 2018 focused on technology-assisted second language (L2) vocabulary learning for English as a foreign language (EFL) learner. A total of 45 studies of 2,374 preschool-to-college EFL students contributed effect sizes to this meta-analysis. Compared with traditional instructional methods, the…
Descriptors: Vocabulary Development, Second Language Learning, Second Language Instruction, English (Second Language)
Donald Vosburg – ProQuest LLC, 2015
This dissertation reports on the experiences of seven American undergraduate students who played "World of Warcraft" (WoW) over eight weeks with native German speakers. Participants played in groups of four with a language guide (LG) for three hours a week, and at the end of eight weeks they returned to play in a two-week delayed gaming…
Descriptors: Computer Games, Undergraduate Students, German, Language Proficiency
Dincer, Ali – IAFOR Journal of Education, 2020
This study aims to understand the extent to which English as a foreign language learners use technology for their autonomous language learning beyond the classroom. With a cross-sectional survey design approach, the study focuses on learner characteristics. It first investigates the existing language learner profiles of 512 English major…
Descriptors: Informal Education, Information Technology, English (Second Language), Second Language Instruction
Chen, Zhi-Hong; Chen, Howard Hao-Jan; Dai, Wan-Jhen – Educational Technology & Society, 2018
This paper describes a narrative-based design framework that organizes three narrative elements (i.e., storyline, character, and quest) to support a contextual game-based environment for language learning. Using this design framework, a PlanetAdventure system was developed to examine its feasibility and its effects on student language learning. A…
Descriptors: Second Language Learning, Case Studies, Second Language Instruction, English (Second Language)
Muthiah, Rajendran – Online Submission, 2015
The purpose of the study is to assess the effect of computer games on the proficiency of the B.Ed teacher trainees in using the conventional expressions in conversations. The role of technology in language learning has made outdated, drills, grammatical explanations and translation of texts, and the focus is shifted to communication based…
Descriptors: Computer Games, Preservice Teachers, Language Proficiency, Technology Uses in Education
De Grove, Frederik; Van Looy, Jan; Mechant, Peter – International Journal of Game-Based Learning, 2013
Learning opportunities offered by digital games have become an important research topic in recent years. Language learning is one of the areas in which games could prosper but the question then is whether these should be specialized language-learning games or commercial off-the-shelf games for entertainment. The goal of this paper is to compare…
Descriptors: German, Comparative Analysis, Second Language Learning, Second Language Instruction
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