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Ko, Shaun; Eslami, Zohreh R. – TESL-EJ, 2021
We present a systematic review of the literature on the use of multiuser virtual environments (MUVE) on the development of pragmatic competence in second language (L2) learners. Specifically, we reviewed studies examining the potential of L2 pragmatic development through synthetic immersive virtual environment (SIE) and massively multiplayer…
Descriptors: Pragmatics, Second Language Learning, Second Language Instruction, Teaching Methods
Zou, Di; Huang, Yan; Xie, Haoran – Computer Assisted Language Learning, 2021
Given the importance of word knowledge for second language acquisition, there is always a need for effective word-learning approaches from language learners. With the rapid development of educational technologies, game-based learning is emerging into a field with considerable potential, within which, digital game-based vocabulary learning has…
Descriptors: Vocabulary Development, Game Based Learning, Teaching Methods, Second Language Learning
Karagiorgas, Dimitrios N.; Niemann, Shari – Journal of Educational Technology Systems, 2017
In the last 10 years, gaming has evolved to the point that it is now being used as a learning medium to educate students in many different disciplines. The educational community has begun to explore the effectiveness of gaming as a learning tool and as a result two different ways of utilizing games for education have been created: Gamification and…
Descriptors: Educational Games, Video Games, Comparative Analysis, Learning Processes
Peterson, Mark – Computer Assisted Language Learning, 2016
Contemporary CALL research reflects renewed interest in digital games. One aspect of this phenomenon namely, use of massively multiplayer online role-playing games (MMORPGs), has expanded significantly, highlighting the need for a review. This paper analyzes findings from 10 learner-based studies that draw on accounts of SLA informed by cognitive…
Descriptors: Computer Assisted Instruction, Second Language Instruction, Second Language Learning, Computer Games

Vande Berg, Camille Kennedy – French Review, 1990
Argues the value of literary reading passages as the basis for second language learning. These passages can serve as a springboard for the enthusiastic exchange of ideas in which learners focus on meaning rather than form, use the target language to argue or justify opinions, or, while playing the role of a character, to engage in conversation.…
Descriptors: Class Activities, Communication (Thought Transfer), Literature Appreciation, Role Playing
Ladousse, Gillian Porter – Simulation/Games for Learning, 1982
Examines some of the reasons that role playing and simulation are not heavily used as teaching techniques in language classes and discusses the need for a better understanding of the nature and scope of the techniques. Ways in which these techniques might be more fully exploited are suggested. (Author/JL)
Descriptors: Class Activities, Instructional Systems, Language Teachers, Learning Activities

Kasper, Gabriele; Dahl, Merete – Studies in Second Language Acquisition, 1991
A review of data collection methods used in 39 studies of interlanguage pragmatics, focusing on the validity of different types of data resulting from discourse completion, role play, observation of authentic speech, and multiple approaches, concludes that caution is needed in determining the true validity of the collected data. (72 references)…
Descriptors: Articulation (Speech), Comparative Analysis, Data Collection, Discourse Analysis
Meloni, Christine, Ed.; Haack, Ellen, Ed. – 1986
This document contains six papers relating to the teaching of English as a foreign language. The titles and authors are as follows: "The Fail-Safe Micro Research Paper" (Mary Anne Saunders); "Is Role Playing an Effective EFL Teaching Technique?" (Frances L. Smith); "Research on the Cloze Procedure of Reading Comprehension and Its Use in the EFL…
Descriptors: Age Differences, Classroom Techniques, Cloze Procedure, English (Second Language)