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Yumeng Zhu; Caifeng Zhu; Tao Wu; Shulei Wang; Yiyun Zhou; Jingyuan Chen; Fei Wu; Yan Li – Education and Information Technologies, 2025
With the prevalence of Large Language Model-based chatbots, middle school students are increasingly likely to engage with these tools to complete their assignments, raising concerns about its potential to harm students' learning motivation and learning outcomes. However, we know little about its real impact. Through quasi-experiment research with…
Descriptors: Artificial Intelligence, Assignments, Middle School Students, Influence of Technology
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
Shu Zhou; Gerhardus D. Du Preez – Language Learning & Technology, 2025
This study examines the potential of ChatGPT to enhance grammar development in an academic writing context, where grammar instruction is often overlooked. Adopting a qualitative case study, this research explores how a localized version of ChatGPT can assist first-year undergraduate students in improving their grammar in writing tasks. The study…
Descriptors: Grammar, Writing Instruction, Artificial Intelligence, Computer Software
Qian Xu; Jennifer C. Richardson – Online Learning, 2024
Scholars indicated that learners who are strategic with their language learning (e.g., selfregulated learning [SRL], cognitive and meta-cognitive strategies) tend to be more efficient, resourceful, and flexible, and thus have better language learning outcomes (Oxford, 2016; Heo et al., 2012; Plonsky, 2011). Besides focusing on the knowledge,…
Descriptors: Metacognition, Learning Strategies, Outcomes of Education, Vocabulary Development
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
Yi Zheng; Yabing Wang; Kelly Shu-Xia Liu; Michael Yi-Chao Jiang – Education and Information Technologies, 2024
Grounded in the Unified Theory of Acceptance and Use of Technology 2 (UTAUT2), this study investigates the interplay between key UTAUT2 constructs and motivation modeled by Self-Determination Theory (SDT) in shaping English as a Foreign Language (EFL) learners' behavioral intention and actual use of generative AI tools. Accordingly, three research…
Descriptors: English (Second Language), Second Language Learning, Second Language Instruction, Learning Motivation
Wu, Hao; Molnár, Gyöngyvér – European Journal of Psychology of Education, 2021
The purpose of this study is to examine cross-national differences in students' exploration strategies in a computer-simulated CPS (complex problem-solving) environment and to identify similarities and qualitative differences in the way Hungarian and Chinese students explore a CPS environment. In a sample of 187 Chinese and 835 Hungarian students…
Descriptors: Cross Cultural Studies, Problem Solving, Computer Simulation, Teaching Methods
Li, Zhengjie; Liontas, John I. – Iranian Journal of Language Teaching Research, 2023
Social networking service platforms and social media have generated a significant amount of discussion and debate regarding their use in second or foreign language learning. However, leveraging digital tools with pedagogical constructs to enhance accessibility and engagement in teaching and learning English idiomatics has not received equal…
Descriptors: Figurative Language, English (Second Language), Second Language Learning, Second Language Instruction
Peng Wang; Kexin Yin; Mingzhu Zhang; Yuanxin Zheng; Tong Zhang; Yanjun Kang; Xun Feng – Education and Information Technologies, 2025
In the era of educational informatization, nurturing critical thinking skills has become a central focus. However, the current state of Chinese students' critical thinking development is concerning, prompting researchers to explore effective enhancement strategies. Based on constructivist learning theory, this study leveraged the advancements in…
Descriptors: Critical Thinking, Skill Development, Artificial Intelligence, Computer Software
Lixuan Sun; Adelina Asmawi; Hui Dong; Xiaotian Zhang – Education and Information Technologies, 2024
Amidst the challenges posed by the Covid-19 pandemic, this study investigates the impact of Problem-based Language Learning (PBLL) using DingTalk on enhancing Business English Writing skills among Chinese undergraduates. Employing a mixed-method approach, the research involved two phases. In the quantitative phase, a twelve-week quasi-experimental…
Descriptors: Undergraduate Students, Business English, English for Special Purposes, Second Language Learning
Simin Ren; Paul Seedhouse – Classroom Discourse, 2024
We present "doing language testing" sequences; L2 learners decide for themselves to test themselves or each other explicitly on new linguistic items, outside the official task cycle with no professional present, investing extra time and energy. We examine how and why pairs of learners do this, and its impact on their learning. They use…
Descriptors: Second Language Learning, Second Language Instruction, Language Tests, Computer Software
Taguchi, Naoko; Dixon, Daniel H. – CALICO Journal, 2023
Game-based instruction has been praised as an effective approach to second language (L2) development, as it can provide a low-stakes, fun, and engaging learning environment. However, in designing digital games for L2 learning, it is important to consider how various game designs and mechanics can affect learning gains. In the current study…
Descriptors: Game Based Learning, Teaching Methods, Feedback (Response), Pragmatics
Xiaoji Wang; Wenying Jiang – Computer Assisted Language Learning, 2024
Affordance refers to the opportunity available to a learning activity. Taking affordance as a theoretical and analytical construct, this exploratory study investigates learners' attitudes and the opportunities WeChat may provide for Chinese cultural knowledge (CCK) learning. The aim is to find out the potential new affordances and compare learners…
Descriptors: Computer Software, Computer Mediated Communication, Cultural Awareness, Learning Activities
Yanxia Yang – Education and Information Technologies, 2024
The use of machine translation has become a topic of debate in language learning, which highlights the need to thoroughly examine the appropriateness and role of machine translation in educational settings. Under the theoretical framework of task-technology fit, this explanatory case study set out to investigate the predictive role of machine…
Descriptors: Translation, Computational Linguistics, Learning Processes, English (Second Language)
Thomas K. F. Chiu – Interactive Learning Environments, 2024
Generative artificial intelligence (GenAI) tools have become increasingly accessible and have impacted school education in numerous ways. However, most of the discussions occur in higher education. In schools, teachers' perspectives are crucial for making sense of innovative technologies. Accordingly, this qualitative study aims to investigate how…
Descriptors: Artificial Intelligence, Computer Software, Technology Uses in Education, Standards

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