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Fei V. Lim; Weimin Toh – Teaching English with Technology, 2024
This article reports on a systematic review of research studies published from 2010 to 2021 on the use of apps for learning in the secondary English as a Second Language (ESL) classroom. We extracted relevant information such as the studies' country/region, research design, sample size, students' age, apps' names to conduct a thematic analysis to…
Descriptors: Literature Reviews, Educational Technology, Handheld Devices, Computer Oriented Programs
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Tayebeh Sargazi Moghadam; Ali Darejeh; Mansoureh Delaramifar; Sara Mashayekh – Interactive Learning Environments, 2024
Learners' emotional states might change during the learning process, and unpredictable variations of a person's emotions raise the demand for regular assessment of feelings during learning. In this paper, an AI-based decision framework is proposed and implemented for e-learning systems that identify suitable micro-brake activities based on the…
Descriptors: Artificial Intelligence, Decision Making, Electronic Learning, Psychological Patterns
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Guo, Lina; Jafri, Mairaj; Williams, P. John; Wang, Chuang – Educational Media International, 2022
Sense-making is the process by which people give meaning to their collective experiences. Sense is viewed as knowledge, and the environment in which the sense is made is interconnected with communication effectiveness. Considering the critical role of sense-making in the learning process, scholars have emphasised the significance of providing…
Descriptors: Electronic Learning, English (Second Language), Second Language Learning, Secondary School Students
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Wang, Hsin-Yun; Sun, Jerry Chih-Yuan – Interactive Learning Environments, 2023
This study investigated student engagement and focused attention in three co-creation environments (a paper-based environment, the 2D Jamboard platform, and the CoSpaces virtual reality (VR) platform). The study utilized a quasi-experimental research design with a total of 66 tenth-grade students including 34 males (52%) and 32 females (48%) from…
Descriptors: Computer Simulation, Learner Engagement, Attention, Electronic Learning
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Koç, Gözde; Sütçü, Selim Soner – Educational Policy Analysis and Strategic Research, 2023
The aim of this study is to investigate the academic achievement of 6th grade students in grammar course gamified with an online tool and their opinions regarding the application. The study employed quasi-experimental design and a semi-structured interview was utilised to obtain the qualitative data. The application lasted for 6 weeks during which…
Descriptors: Gamification, Secondary School Students, Grammar, Academic Achievement
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Gholizadeh, Gholamreza; Rahimi, Mehrak – Contemporary Educational Technology, 2023
Mobile learning has extensively influenced students' learning gains and motivation due to the hardware and software development of mobile devices and applications in recent decades. On-the-go learning increases the capacity for flexible and joyful learning and guarantees access to the instructional content anywhere, anytime. Despite their…
Descriptors: Self Management, Automation, Error Correction, Vocabulary
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Ju Seong Lee; Qin Xie; Kilryoung Lee – Journal of Multilingual and Multicultural Development, 2024
This study was conducted with two goals in mind: (1) to explore the mediating roles of L2 enjoyment as a positive emotion and L2 anxiety as a negative emotion in the relationship between Informal Digital Learning of English (IDLE) and L2 willingness to communicate (L2 WTC) in an exam-oriented EFL context, and (2) to further examine whether gender…
Descriptors: English (Second Language), Second Language Learning, Foreign Countries, Korean
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Sibel Ergün Elverici – Shanlax International Journal of Education, 2024
With their growing popularity, mobile technologies can be seen as having the capacity to enhance language learning by offering learners a flexible and dynamic learning environment that is not limited by time or location. The main objective of this study is to explore the potential benefits and implications of incorporating mobile technologies as…
Descriptors: Technology Uses in Education, Handheld Devices, Electronic Learning, Blended Learning
Diane Neubauer – ProQuest LLC, 2022
This study investigated classroom interaction in three novice-level Chinese language classrooms at middle and high schools in the US in the spring of 2021. Due to school responses to the COVID-19 pandemic, the participating teachers had shifted from teaching in a face-to-face, in-person classroom to fully online and partially online, hybrid…
Descriptors: Blended Learning, Electronic Learning, Novices, Comprehension
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Agus Riwanda; Muhammad Ridha; M. Irfan Islamy – International Review of Research in Open and Distributed Learning, 2024
The migration to online learning has brought about several new problems. Poor signal quality, large Internet quotas, and device compatibility with learning applications are the most common complaints among students. Additionally, students' poor self-directed learning skills, the excessive number of assignments given by teachers, and the use of…
Descriptors: Foreign Countries, Second Language Learning, Arabic, Asynchronous Communication
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Xingxing Xie; Hongxi Huang – Cogent Education, 2024
While previous research has reported that reading anxiety and motivations play crucial roles in the process of reading comprehension, their roles in online settings remain understudied. This study attempted to measure the role of motivations for online reading as a mediator role between reading anxiety and online reading comprehension in a sample…
Descriptors: Foreign Countries, Online Courses, Anxiety, Reading
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Kazu, Ibrahim Yasar; Kuvvetli, Murat – Education and Information Technologies, 2023
This research aimed to explore the views of 8th grade students on digital game-based English language learning as a foreign language (EFL). A total of 69 students between the ages of 12 and 14 participated in the study. Students' vocabulary acquisition skills were tested using a web 2.0 application called "Quizziz." The study utilized a…
Descriptors: Instructional Effectiveness, Evaluation Methods, Video Games, Game Based Learning
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Al Sharoufi, Hussain – Language Testing in Asia, 2022
This study investigates the efficacy of a new testing tool, a Web-based application known as the Academic Writing Wizard (AWW), in creating a unified English technology-based writing curriculum in the Arabian Gulf countries, focusing particularly on the case of Oman. The application was piloted in three Oman high schools selected by the Omani…
Descriptors: English (Second Language), Technology Uses in Education, Writing Instruction, Foreign Countries
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Lih-Ching Chen Wang; Eddie T. C. Lam; Chong Xiao – International Journal of Technology in Education, 2023
This study examined the effectiveness of Memrise application in motivating American middle school students to learn Chinese as a foreign language (CFL). Participants (N = 27) in the study were middle school students enrolled in CFL courses in an urban public middle school in the Midwestern region of the United States. During the study, the…
Descriptors: Chinese, Second Language Learning, Middle School Students, Instructional Effectiveness
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Nicole Ferguson-Sams; Emily Howell; Rebecca Kaminski; Victoria Pennington; Mihaela Gazioglu; Kavita Mittapalli; Amlan Banerjee – Middle School Journal, 2024
This study draws on the practice of digital storytelling (DST) to address the limited use of technology in middle school multilingual classrooms. Through critical and multiliteracy frameworks, DST can help create a more engaging and inclusive learning environment that supports the literacy development of multilingual learners (MLs). After…
Descriptors: Technology Uses in Education, Story Telling, Multilingualism, Middle School Students
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