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Zuowei Wang; Tenaha O'Reilly; Michael Flor; Beata Beigman Klebanov; Kelly Bruce – Reading Research Quarterly, 2025
With only about a third of students in US public schools achieving the NAEP Proficient level, many educators believe students are not getting enough reading practice. However, how much reading practice is enough? This study quantifies the relationship between the amount of book reading and the expected number of words learned. We collected 45…
Descriptors: Novels, Childrens Literature, Reading Achievement, Recreational Reading
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Poole, Frederick J.; Clarke-Midura, Jody – Language Learning & Technology, 2023
Research involving digital games and language learning is rapidly growing. One advantage of using digital games to support language learning is the ability to collect data on students learning in real time. In this study, we use educational data mining methods to explore the relationship between in-game data and elementary students' Chinese…
Descriptors: Computer Games, Second Language Learning, Second Language Instruction, Data Analysis
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Ahmad Syawaluddin; Nur Aeni – Discover Education, 2025
This study looks at how utilizing digital versions of classic games specifically Snakes and Ladders can help young learners learn more vocabulary in English. The study focuses on how digital versions of classic games can improve primary school students' vocabulary learning and retention. A quasi-experimental approach was used, with a control group…
Descriptors: Educational Technology, Technology Uses in Education, Vocabulary Development, English (Second Language)
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Livia Feranty; Sonia Anggreini; Tasya Meylani; I. Nyoman Pasek Darmawan – Journal of English Teaching, 2024
Flashcard is viewed as one of the interesting and effective teaching media to teach English in general and vocabulary in particular. To enrich students' vocabulary, flashcards can be used as a personal dictionary for students or as an instrument to play a game applied as a strategy that facilitates active and fun learning. This study aims to solve…
Descriptors: Instructional Materials, English (Second Language), Second Language Instruction, Vocabulary
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Genç Ersoy, Berrin; Belet Boyaci, S. Dilek – International Technology and Education Journal, 2021
This study aims to scrutinize the effects of gamified Turkish vocabulary teaching on vocabulary development, and motivation on learning words. A nested mixed-method experimental design (gamification-based vocabulary learning for the experimental group instructor-led vocabulary learning for the control group) and was conducted with 34 fourth-grade…
Descriptors: Game Based Learning, Learning Activities, Instructional Effectiveness, Vocabulary Development
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Mark Feng Teng – Computer Assisted Language Learning, 2025
Working memory (WM) may be an essential component of incidental vocabulary learning and retention from captioned videos. However, how WM affects young learners' incidental vocabulary learning under different types of captions remains unclear. The present study employs a between-subject research design. The main purpose is to examine how two types…
Descriptors: Captions, Incidental Learning, Vocabulary Development, English (Second Language)
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Ludewig, Ulrich; Hübner, Nicolas; Schroeder, Sascha – Reading and Writing: An Interdisciplinary Journal, 2023
Vocabulary knowledge is one of the most important elements of reading comprehension. Text coverage is the proportion of known words in a given text. We hypothesize that text comprehension increases exponentially with text coverage due to network effects and activation of prior knowledge. In addition, the lexical threshold hypothesis states that…
Descriptors: Vocabulary Development, Word Frequency, Reading Comprehension, Correlation
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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
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Katasila, Phichitra; Poonpon, Kornwipa – English Language Teaching, 2022
The present study aimed to investigate the effects of blended learning instruction on vocabulary knowledge of Thai primary school students and students' perceptions toward learning vocabulary through blended learning instruction. A mixed-methods approach was used. Quantitatively, a single group pretest-posttest design was used to measure students'…
Descriptors: Blended Learning, Teaching Methods, Student Attitudes, Elementary School Students
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Anne Barwasser; Karolina Urton; Turid Knaak; Matthias Grünke – Language Teaching Research, 2024
The increasing number of students with German as a second language (GL2) poses a great challenge for schools. Previous studies showed that especially young learners with a migration background are lagging behind in the acquisition of second language (L2) literacy. Experiencing problem behaviors (PB) in addition, might pose even greater challenges.…
Descriptors: Foreign Countries, Elementary School Students, Grade 3, Grade 4
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Yu-Fen Yang; Wen-Min Hsieh; Wing-Kwong Wong; Yi-Chun Hong; Siao-Cing Lai – Computer Assisted Language Learning, 2024
Foreign Language Anxiety (FLA) is considered a central affective factor influencing English as a Foreign Language (EFL) learning. This study thus developed an online simulation game to create a virtually situated learning environment for reducing EFL primary school students' FLA levels and improving their English vocabulary learning. A total of…
Descriptors: Foreign Countries, English (Second Language), Second Language Learning, Second Language Instruction
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Van Mensel, Luk; Galand, Benoît – European Journal of Psychology of Education, 2023
This longitudinal study assessed the relative importance of second language exposure, motivational and attitudinal factors, and executive functions in predicting receptive vocabulary acquisition in children and adolescents after controlling for background characteristics (socio-economic status, non-verbal intelligence) and prior knowledge. The…
Descriptors: Elementary School Students, Secondary School Students, Grade 5, Grade 11
Heather Hildenbrand – ProQuest LLC, 2023
Students from high-poverty environments often exhibit lower vocabulary levels compared to their higher socioeconomic peers. Addressing this vocabulary gap is crucial for their academic success. This ethnographic case study explores the effectiveness of the Vocabulary Self Selection strategy in motivating fourth-grade students from high poverty…
Descriptors: Elementary School Students, Grade 4, Disadvantaged Environment, Poverty
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Yangin Ersanli, Ceylan – Novitas-ROYAL (Research on Youth and Language), 2023
The incorporation of technology has revolutionized the education industry, with augmented reality (AR) being one of the emerging technologies that exhibit great potential in educational settings. This study examines the efficacy of AR in enhancing vocabulary learning and retention among young 5th-grade learners. This study was conducted with 56…
Descriptors: Computer Simulation, Story Telling, Vocabulary Development, Retention (Psychology)
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Song, Yanjie; Ma, Qing – British Journal of Educational Technology, 2021
This paper reports on a case study of English as a second language (ESL) vocabulary learning that examined a group of Grade 4 students' mobile learning experiences of bridging in-class and real-life vocabulary learning mediated by a mobile learner-generated content (m-LGC) tool. This study was premised on the proposed framework of mobile…
Descriptors: Affordances, Electronic Learning, English (Second Language), Second Language Learning
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