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Showing 1 to 15 of 46 results Save | Export
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Yi-Fan Wang; Mei-Hua Hsu; Max Yue-Feng Wang – Health Education Journal, 2025
Objective: The medical terminology escape room game (MTEG) is a chatbot designed for gamified education that aims to transform memorizing complex medical terminology into an enjoyable experience for medical students. By combining elements of ARCS (Attention, Relevance, Confidence and Satisfaction) theory with escape room adventures, the MTEG aims…
Descriptors: Vocabulary Development, Medical Education, Game Based Learning, Nursing Students
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Sophia Strietholt; Julie Larson-Guenette; Gemini Fox – Unterrichtspraxis/Teaching German, 2024
This article presents an exploratory genre-based writing lesson conducted in a third-year collegiate German language course. While genre-based approaches to writing have gained recognition in second language (L2) contexts, little attention has been given to learner perceptions of genre-based writing activities. Additionally, there is a lack of…
Descriptors: Second Language Instruction, German, Writing (Composition), Music
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Yusuf Akyildiz – Journal of Educational Technology and Online Learning, 2025
Virtual reality (VR) presents an innovative and powerful approach to foreign language teaching, offering immersive and interactive environments that support vocabulary acquisition in engaging and meaningful ways. This study investigates the potential of VR using the self-developed application GermanVR, specifically designed to enhance vocabulary…
Descriptors: Computer Simulation, Educational Technology, Technology Uses in Education, Second Language Instruction
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Ruofei Zhang; Gary Cheng; Di Zou – Language Learning & Technology, 2025
Digital game-based vocabulary learning (DGBVL) integrates key game elements such as Challenges, Rewards, Human-Computer Interactions (HCI), Multimedia, and Fantasy. Although the overall effectiveness of digital games in enhancing English-as-a-foreign-language (EFL) vocabulary knowledge development is well-established, the specific roles of…
Descriptors: Vocabulary Development, Computer Games, English (Second Language), Learner Engagement
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Kathryn M. Abrams; Donald D. McMahon; Jonah Firestone; Holly Whittenburg; Lauren Bruno – Journal of Inclusive Postsecondary Education, 2024
The purpose of this study was to examine the use of virtual reality, an emerging technology, to teach college-age students with intellectual disability and autism to acquire science vocabulary words relating to human anatomy. One student with autism and two students with an intellectual disability participated in a multiple baseline across skills…
Descriptors: Educational Technology, Students with Disabilities, Intellectual Disability, Autism Spectrum Disorders
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Nicolaidou, Iolie; Pissas, Petros; Boglou, Dimitrios – Interactive Learning Environments, 2023
Virtual Reality applications are predicted to create a paradigm shift in education, but there is little empirical evidence of their educational value. Virtual Reality affordances to support language learning have not yet been realized. This quasi-experimental study investigated the effect of a Virtual Reality application on foreign language…
Descriptors: Educational Technology, Computer Simulation, Telecommunications, Handheld Devices
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Johny Daniel; Lauryn Clucas; Chen Wenqing; Katherine Collier; Jennifer Moss – British Journal of Special Education, 2024
This study explores the perceived effectiveness of an open educational reading programme for primary school pupils with specific learning difficulties (SpLD) such as dyslexia. The programme, implemented by experienced teaching assistants (TAs), encompassed multiple aspects of reading, including phonics, sight word reading, reading fluency,…
Descriptors: Reading Programs, Program Effectiveness, Reading Fluency, Vocabulary Development
Amick, Robin T. – ProQuest LLC, 2022
The purpose of this study was to evaluate the academic impact of a technology-based instructional module for content vocabulary instruction in the Project Lead the Way (PLTW) Introduction to Engineering course. The goal of the study was to answer two key questions: (1) How does implementing a technology-based instructional module impact…
Descriptors: Educational Technology, Vocabulary Development, Engineering Education, Program Effectiveness
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Gunter, Tugce; Karaman, Dilek – Journal of Education in Science, Environment and Health, 2022
The study was attempted to determine the efficiency of the card game named 'MedTerm' upon the students' achievements of the medical terms. The research was one group pre-test and post-test without control group research design and the study group elected by using the convenience sampling method consisted of the first-year students (n=46) elderly…
Descriptors: Educational Games, Achievement, Vocabulary Development, College Freshmen
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Judith Borràs; Àngels Llanes – Journal of Language, Identity, and Education, 2024
Performing a stay in a country where the L2 is the official language can provide the perfect immersion for L2 development (traditional study abroad). In the case of English learners, internationalization and the role of English as a lingua franca make it unnecessary to perform the stay in an English-speaking country. Hence, an increasing number of…
Descriptors: Study Abroad, English (Second Language), Language Usage, Undergraduate Students
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Waluyo, Budi; Tran, Hoang Minh – TEFLIN Journal: A publication on the teaching and learning of English, 2023
Gamified online quizzes have gained popularity for their potential in enhancing student learning motivations, creating engaging lessons, and improving learning outcomes. Yet, its application and effectiveness in support of student vocabulary learning have only been explored in synchronous learning setting. This study, hence, extended the…
Descriptors: Gamification, Educational Games, Educational Technology, Vocabulary Development
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Aliabd Kadhum – Journal on English Language Teaching, 2024
This study explores the impact of mobile learning applications on the vocabulary acquisition, motivation, and engagement of Iraqi ESP medical students. This study was conducted with 60 students from Meisan University, who were randomly divided into an experimental group using the Quizlet mobile application and a control group following traditional…
Descriptors: Foreign Countries, Telecommunications, Handheld Devices, Computer Oriented Programs
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Xodabande, Ismail; Hashemi, Mohammad R. – Education and Information Technologies, 2023
The current study examined the use of electronic textbooks designed as mobile applications for learning vocabulary in English among Iranian university students. To this end, 95 university students in an experimental (N = 50) and a control group (N = 45) participated in the study. An explanatory sequential mixed methods design was employed and over…
Descriptors: Educational Technology, Electronic Books, Textbooks, English (Second Language)
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Winkler, Sunni; Kuo, Li-Jen; Eslami, Zohreh; Kim, Haemin – Educational Research and Development Journal, 2021
This research synthesis describes, critiques, and synthesizes intervention studies related to the academic vocabulary acquisition of post-secondary English learners. Using the article matrix and the constant-comparative methods of analysis (Boeije, 2002), this critical synthesis aims to provide a knowledge point on general academic vocabulary;…
Descriptors: Academic Language, Vocabulary Development, College Students, Second Language Learning
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Marashi, Seyed Mojtaba; Sadinezhad, Mina Adibi – Journal of English Teaching, 2022
Working memory plays an important role in learning since it serves as the buffer between past sensations and future behavior, making it essential to understand not only how we encode and recall sensory information in memory but also how we plan for its upcoming use. This study examined the effect of working memory training on vocabulary recall and…
Descriptors: Foreign Countries, English (Second Language), Second Language Learning, Short Term Memory
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