Publication Date
In 2025 | 0 |
Since 2024 | 0 |
Since 2021 (last 5 years) | 2 |
Since 2016 (last 10 years) | 12 |
Since 2006 (last 20 years) | 19 |
Descriptor
Source
Author
Franciosi, Stephan J. | 2 |
Inoue, Hitoshi | 2 |
Kaneko, Kosuke | 2 |
Okada, Yoshihiro | 2 |
Swier, Robert | 2 |
Yoshida, Motofumi | 2 |
Bischoff, Michael | 1 |
Blake, John | 1 |
Bolliger, Doris U. | 1 |
Bradley, Linda, Ed. | 1 |
Einum, Even | 1 |
More ▼ |
Publication Type
Education Level
Higher Education | 20 |
Postsecondary Education | 18 |
Elementary Secondary Education | 2 |
Secondary Education | 2 |
Elementary Education | 1 |
Junior High Schools | 1 |
Middle Schools | 1 |
Audience
Policymakers | 1 |
Researchers | 1 |
Teachers | 1 |
Location
Japan | 20 |
Ireland | 3 |
Germany | 2 |
Italy | 2 |
Philippines | 2 |
Spain | 2 |
Asia | 1 |
Australia | 1 |
Brazil | 1 |
Colombia | 1 |
Connecticut | 1 |
More ▼ |
Laws, Policies, & Programs
Assessments and Surveys
What Works Clearinghouse Rating
Hofmeyr, Michael – Research-publishing.net, 2020
This paper describes the initial findings of an exploratory research project investigating the use of the cooperative digital puzzle game Keep Talking and Nobody Explodes as a means to facilitate Second Language Acquisition (SLA). A qualitative case study approach was taken to closely examine the linguistic interaction between three L2 learners of…
Descriptors: Foreign Countries, English (Second Language), Second Language Instruction, Teaching Methods
Miwa, Kazuhisa; Terai, Hitoshi; Mizuno, Yosuke – International Association for Development of the Information Society, 2017
Cognitive load theory (CLT) distinguishes three types of cognitive loads: intrinsic, extraneous, and germane, of which the latter is generally imposed in learning activities. To examine the nature of germane cognitive load, the participants engaged in 8-by-8 Reversi games against computerized opponents. The experimental results indicated that…
Descriptors: Cognitive Processes, Difficulty Level, Computer Games, Pretests Posttests
Wang, Qiao – International Journal of Computer-Assisted Language Learning and Teaching, 2020
The study is the second in a series of mixed-methods studies on the integration of The Sims 4, a life-simulation game, into language classrooms. In this study, the researcher explores the effect of game-based language learning (GBLL) on students' English communicative competence from three aspects, interaction, fluency and content, in a Japanese…
Descriptors: Communicative Competence (Languages), English (Second Language), Language Fluency, Second Language Learning
Tokutake, Hayato; York, James; Shibata, Koichi; Nakayama, Hiroshi – Journal of Educational Multimedia and Hypermedia, 2021
This study explored the effect of differing levels of interactivity in a VR language learning system on learner oral task performance. 30 participants were divided into 15 pairs which undertook two spot-the-difference tasks. One in a static-VR system, the other in an interactive-VR system which required them to move objects into the correct…
Descriptors: Oral Language, Computer Simulation, Second Language Learning, Second Language Instruction
Michael Hofmeyr – Technology in Language Teaching & Learning, 2021
While the existing CALL literature identifies a range of positive learning outcomes for second language acquisition (SLA) that may be achieved through digital game-based activities, Peterson (2013) points to the need for additional theory-led research to shed more light on the learning processes involved. To this end, a case study was carried out…
Descriptors: Teaching Methods, Second Language Instruction, Second Language Learning, Persuasive Discourse
Purgina, Marina; Mozgovoy, Maxim; Blake, John – Journal of Educational Computing Research, 2020
Gamification of language learning is a clear trend of recent years. Widespread use of smartphones and the rise of mobile gaming as a popular leisure activity contribute to the popularity of gamification, as application developers can rely on an unprecedented reach of their products and expect acceptance of game-like elements by the users. In terms…
Descriptors: Computer Games, Computer Simulation, Grammar, Computer Software
Montaner-Villalba, Salvador; Lander, Bruce; Morgana, Valentina; Leier, Vera; Selwood, Jaime; Einum, Even; Redondo, Sergio Esteban – Research-publishing.net, 2020
There is no doubt that Computer Mediated Communication (CMC) and mobile mediated communication are linked as technology continues to transform the way we communicate with each other. Campbell (2019) analyzed how mobile communication evolved into portable devices to form a complete system of mobile media, reshaping the fabric of our social lives…
Descriptors: Computer Mediated Communication, Handheld Devices, Telecommunications, Computer Software
Swier, Robert; Peterson, Mark – JALT CALL Journal, 2018
Past research on digital games and virtual worlds suggests that these platforms provide multiple benefits for language learning, including positive effects on motivation and opportunities for authentic learner interaction. Despite this, adoption of these platforms in classrooms appears largely nonexistent. We provide a review of research on the…
Descriptors: Foreign Countries, Educational Technology, Technology Uses in Education, Higher Education
Sugimura, Ryo; Kawazu, Sotaro; Tamari, Hiroki; Watanabe, Kodai; Nishimura, Yohei; Oguma, Toshiki; Watanabe, Katsushiro; Kaneko, Kosuke; Okada, Yoshihiro; Yoshida, Motofumi; Takano, Shigeru; Inoue, Hitoshi – International Association for Development of the Information Society, 2014
This paper treats serious games. Recently, one of the game genres called serious game has become popular, which has other purposes besides enjoyments like education, training and so on. Especially, learning games of the serious games seem very attractive for the age of video games so that the authors developed a mobile game for learning…
Descriptors: Foreign Countries, Educational Games, Computer Games, Video Games
Zheng, Dongping; Bischoff, Michael; Gilliland, Betsy – Educational Technology Research and Development, 2015
Drawing on ecological and dialogical perspectives on language and cognition, this exploratory case study examines how vocabulary learning occurs during a quest-play mediated in English between a Japanese undergraduate student and a native speaker of English. Understanding embodiment as coaction between the player-avatar and player-player relations…
Descriptors: Vocabulary Development, Computer Games, Context Effect, Undergraduate Students
Franciosi, Stephan J. – Educational Technology & Society, 2017
In theory, computer game-based learning can support several vocabulary learning affordances that have been identified in the foreign language learning research. In the observable evidence, learning with computer games has been shown to improve performance on vocabulary recall tests. However, while simple recall can be a sign of learning,…
Descriptors: Computer Games, Writing (Composition), Second Language Learning, Second Language Instruction
Feraria, Paulette Joyce, Ed. – IGI Global, 2019
For many decades, English language educators across the world have been locked in a paradigm of ESL/EFL/ESD methods that have circumvented the growth of any pedagogical will for Immersion in English (IE) or the Sustained Use of English (SUE) in speech environments where other languages challenge English-in-use and the preparation of teachers of…
Descriptors: English (Second Language), Second Language Instruction, Theories, Teaching Methods
Japanese Students' Perceptions of Digital Game Use for English-Language Learning in Higher Education
Bolliger, Doris U.; Mills, Daniel; White, Jeremy; Kohyama, Megumi – Journal of Educational Computing Research, 2015
Researchers investigated perceptions of Japanese college students toward the use of digital games in English-language learning. The study was conducted at one large private university in Japan. Undergraduate students who were enrolled in 14 English-language courses were invited to complete a paper-based survey during class time. The survey…
Descriptors: Foreign Countries, English (Second Language), Second Language Learning, Video Games
Goh, Shu Li – JALT CALL Journal, 2016
The rapid progress of technology has revolutionized learning and in the field of computer assisted language learning, the use of digital games has expanded significantly. One type of game that has been attracting interest is massively multiplayer online role-playing games (henceforth MMORPGs). Recent research has drawn attention to the potential…
Descriptors: Learning Strategies, Role Playing, Computer Games, Second Language Learning
Kaneko, Kosuke; Okada, Yoshihiro; Yoshida, Motofumi; Inoue, Hitoshi; Fujimura, Naomi – International Association for Development of the Information Society, 2015
This paper introduces several educational materials developed by ICER (Innovation Center for Educational Resource) of Kyushu University Library and considers about what are better designs for mobile educational materials through their development experiences and their investigations about its learning effectiveness. The introduced materials are…
Descriptors: Educational Technology, Technology Uses in Education, Electronic Learning, Telecommunications
Previous Page | Next Page ยป
Pages: 1 | 2