Publication Date
In 2025 | 8 |
Since 2024 | 12 |
Since 2021 (last 5 years) | 26 |
Since 2016 (last 10 years) | 43 |
Since 2006 (last 20 years) | 53 |
Descriptor
Source
Author
Almusharraf, Norah | 2 |
Hwang, Gwo-Jen | 2 |
Koyak, Yasemin | 2 |
Üstünel, Eda | 2 |
A. Pradheepa | 1 |
Abe Hofman | 1 |
Aliabd Kadhum | 1 |
Alqarni, Ibrahim R. | 1 |
Azizul, Aini Faridah | 1 |
Bates, James | 1 |
Bayraktar Çepni, Sevcan | 1 |
More ▼ |
Publication Type
Reports - Research | 49 |
Journal Articles | 48 |
Tests/Questionnaires | 10 |
Reports - Descriptive | 3 |
Speeches/Meeting Papers | 3 |
Collected Works - Proceedings | 1 |
Information Analyses | 1 |
Education Level
Audience
Location
Turkey | 7 |
China | 6 |
Japan | 5 |
Iran | 3 |
Saudi Arabia | 3 |
South Korea | 3 |
Taiwan | 3 |
Australia | 2 |
Greece | 2 |
Netherlands | 2 |
Thailand | 2 |
More ▼ |
Laws, Policies, & Programs
Assessments and Surveys
Test of English as a Foreign… | 2 |
Academic Motivation Scale | 1 |
International English… | 1 |
Modern Language Aptitude Test | 1 |
Strategy Inventory for… | 1 |
TerraNova Multiple Assessments | 1 |
What Works Clearinghouse Rating
TuongVan Vu; Martijn Meeter; Abe Hofman; Brenda Jansen; Lucía Magis-Weinberg; Elise van Triest; Nienke van Atteveldt – British Journal of Educational Psychology, 2025
Background: The purported reciprocity between motivation and academic achievement in education has largely been supported by correlational data. Aims: Our first aim was to determine experimentally whether motivation and achievement are reciprocally related. The second objective was to investigate a potential behavioural mediation pathway between…
Descriptors: Learning Motivation, Academic Achievement, Correlation, Undergraduate Students
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
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
Zhongling Pi; Xin Guo; Caixia Liu; Jiumin Yang – Active Learning in Higher Education, 2025
Students are often encouraged to explain recently-taught information to others to enhance their learning in various settings including face-to-face in the classroom, through text, or in educational videos. However, nearly all studies on the impact of explaining things to others have focused on the effects of explaining to a less-knowledgeable…
Descriptors: Peer Teaching, Prior Learning, Video Technology, Peer Relationship
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
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
Zhonggen Yu – SAGE Open, 2023
The past several years have been witnessing the fast development of information and communication technology, with which an increasing number of serious games are being designed and developed. Randomly selected participants were divided into the treatment and control cohorts. Two experiments, as well as a semi-structured interview, were…
Descriptors: English (Second Language), Second Language Learning, Second Language Instruction, Game Based Learning
Ranyme Ghidhaoui – Hungarian Educational Research Journal, 2025
Despite the established value of music for language learning, in that, the bulk of empirical studies that corroborate its usefulness, teachers still eschew its incorporation in the classroom as song materials remain underutilized. The ideological basis of this discrepancy is poorly understood as little is known about English language teachers'…
Descriptors: Foreign Countries, Singing, English (Second Language), Second Language Learning
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
Mongkolchai Tiansoodeenon; Poonlarp Prasongngern – Higher Education Studies, 2025
This study aims to investigate the effects of implementing active learning activities through an interactive learning platform, ClassPoint, to improve the English vocabulary, grammatical retention, and motivation of Thai undergraduate students in the field of hotel and tourism. The one-group pretest-posttest research design was used. The…
Descriptors: Active Learning, English (Second Language), Second Language Learning, Second Language Instruction
Chu, Shih-Ting; Hwang, Gwo-Jen; Chien, Shu-Yun; Chang, Shao-Chen – British Journal of Educational Technology, 2023
In recent years, several studies have reported the potential of employing digital games in EFL (English as Foreign Language) courses to promote students' learning motivation. However, scholars have pointed out that students generally lack self-learning ability, which is the key to the success of learning a foreign language. Therefore, it is…
Descriptors: English (Second Language), Second Language Learning, Second Language Instruction, Computer Games
Lambert, Craig; Gong, Qian; Zhang, Grace – Language Teaching Research, 2023
This study investigates the effect of personal investment in the form of learner-generated content (LGC) on the lexical recall of beginning-level learners of Chinese. The study employed a 2 x 2 repeated-measures design with content at two levels -- teacher-generated content or TGC, and learner-generated content or LGC -- and time at two levels…
Descriptors: Recall (Psychology), Second Language Learning, Second Language Instruction, Chinese
Sandy I-Ching Wang; Li-Ping Chiu; Eric Zhi-Feng Liu – Eurasian Journal of Applied Linguistics, 2023
Traditional approaches to English language learning, which focused on grammar rules, vocabulary memorization, and rote learning, must be replaced with innovative methods of teaching. This study explored the integration of board games as an alternative English language teaching method. By making use of mixed method research design, the study…
Descriptors: Educational Games, Teaching Methods, English (Second Language), Second Language Learning
Mehmet Aslan; Birsen Tütünis – Journal of Theoretical Educational Science, 2024
The study's objective is to examine the effects of Blended Mobile Learning (BML) on the vocabulary development of EFL preparatory students and their views of BML. As a mixed method study, it was conducted with 40 preparatory students at a state university in Turkey. While the control group studied vocabulary by reading texts only in the classroom…
Descriptors: Blended Learning, Telecommunications, Handheld Devices, Comparative Analysis
Mingjie Zou; Binhai Ren – Journal for the Psychology of Language Learning, 2024
Flow, a subjective state of optimal engagement and immersion, is characterized by a balance of perceived challenges and skills, interest, attention, and a sense of control (Csikszentmihalyi, 1990). Investigating flow in language learning can provide valuable insights into effective learning processes and contexts (Egbert, 2003). Self-regulated…
Descriptors: Metacognition, Learning Strategies, English (Second Language), Second Language Learning