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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
Webb, Stuart; Uchihara, Takumi; Yanagisawa, Akifumi – Language Teaching, 2023
There is a great deal of variation in gains found between studies of second language (L2) incidental vocabulary learning, as well as many factors that affect learning. This meta-analysis investigated the effects of exposure to L2 meaning-focused input on incidental vocabulary learning with an aim to clarify the proportional gains that occur…
Descriptors: Second Language Learning, Vocabulary Development, Incidental Learning, Individual Characteristics
Abdullah Albalawi – Australian Journal of Applied Linguistics, 2024
This review paper explores the role of individual differences in second language vocabulary learning, focusing on three key factors: out-of-class exposure (e.g., viewing TV, playing video games and listening to songs), strategic vocabulary learning, and motivation. Individual differences significantly impact vocabulary learning, making it crucial…
Descriptors: Individual Differences, Metacognition, Vocabulary Development, Linguistic Input
Ari Muhammad Syifa; Lilla Musyahda; David Segoh – Journal of Education and Learning (EduLearn), 2024
This systematic literature review (SLR) aimed to investigate the potential of digital online game-based learning (DOGBL) to enhance motivation in English as a foreign language (EFL). Online gaming has grown in popularity among students, opening up the possibility of using games as powerful instructional resources. Academic achievement depends on…
Descriptors: English (Second Language), Second Language Instruction, Second Language Learning, Computer Games
Amine Ounissi; Raihana Romly; Azza Jauhar Ahmad Tajuddin; Md. Kamrul Hasan – Australian Journal of Applied Linguistics, 2025
Engagement in extensive reading (ER) on the internet provides learners with unparalleled access to diverse digital resources, positioning online extensive reading (OER) as a transformative extension of traditional ER practices. OER combines the principles of ER with the affordances of modern technology, offering interactivity, multimedia features,…
Descriptors: Reading Processes, Learning Management Systems, English (Second Language), Second Language Learning
Okumus Dagdeler, Kübra – Smart Learning Environments, 2023
With rapid development of mobile technology, the number of researches on its use in language education process has increased. This growing body of interest has led to a need for review studies that are expected to explain the literature and the trend in the field succinctly. Based on this ground, this study aimed to review the studies conducted on…
Descriptors: Vocabulary Development, Learning, Handheld Devices, Educational Research
Yuwei Xia; Ying Luo; Xiaofei Lu – Language Teaching Research Quarterly, 2024
Grounded in Vygotsky's Sociocultural Theory, Dynamic Assessment (DA) can provide fine-tuned information regarding learners' development and opportunities to promote further development. Vocabulary knowledge, because of its complex nature, requires a more sensitive assessment, especially for second language (L2) learners. This systematic literature…
Descriptors: Evaluation Methods, Vocabulary Development, Second Language Learning, Second Language Instruction
Joseph Hin Yan Lam; Mariana Lizeth Gomez – EBP Briefs (Evidence-based Practice Briefs), 2025
Clinical Question: Do bilingual school-age children (P) who receive reading strategy alone interventions (I) show improvement in math word problems (O) relative to a multiple-target intervention or control condition (C)? Method: Systematic Review. Study Sources: PsycInfo®, Web of Science, JSTOR, PubMed, ERIC. Search Terms: "bilingual" OR…
Descriptors: Mathematics Instruction, Word Problems (Mathematics), Bilingual Students, Learning Problems
Qianxia Jin – Discover Education, 2024
Television programs are a rich source of input for which we can utilize in vocabulary acquisition. With foreign language television programs becoming more accessible globally, there is the possibility to better use this input source for learning. Can we incorporate television viewing into classroom learning (intentional learning)? Or use it as a…
Descriptors: Television, Television Research, Television Viewing, Vocabulary Development
Bowen Wang-Kildegaard; Feng Ji – Applied Linguistics, 2024
Besides explicit inference of word meanings, associating words with diverse contexts may be a key mechanism underlying vocabulary learning through reading. Drawing from distributional semantic theory, we developed a text modification method called reflash to facilitate both word-context association and explicit inference. Using a set of left and…
Descriptors: Context Effect, Synthesis, Acceleration (Education), Vocabulary Development
Integrating Human Movement in Learning: Advancements in Language Instruction, Multimedia, and Theory
Bjorn de Koning; Shirong Zhang; Stoo Sepp – Educational Psychology Review, 2025
Human movement plays a foundational role in cognition and learning. This topical collection brings together theoretical and empirical work examining how gestures, physical activity, and virtual movement enhance learning in language, multimedia, and activity-based learning. Regarding language learning, interacting with virtual object improves…
Descriptors: Movement Education, Human Body, Nonverbal Communication, Multimedia Instruction
Dhimolea, Tetyana Kucher; Kaplan-Rakowski, Regina; Lin, Lin – TechTrends: Linking Research and Practice to Improve Learning, 2022
Virtual reality (VR) can be beneficial for learning and for increasing learners' engagement and motivation. However, aggregations of studies on language learning in high-immersion VR are scarce. This paper offers a systematic review of existing research on VR-based language learning, encompassing 32 peer-reviewed studies published between 2015 and…
Descriptors: Literature Reviews, Educational Research, Computer Simulation, Second Language Learning
Hui-Tzu Hsu; Chih-Cheng Lin – Journal of Computer Assisted Learning, 2024
Background: Behavioural intention (BI) has been predicted using other variables by adopting the technology acceptance model (TAM). However, few studies have examined whether BI can predict learning performance. Objectives: The present study used an extended TAM to investigate whether students' BI is a predictor of their listening learning…
Descriptors: Intention, Vocabulary Development, Handheld Devices, College Students
Dehghanzadeh, Hojjat; Fardanesh, Hashem; Hatami, Javad; Talaee, Ebrahim; Noroozi, Omid – Computer Assisted Language Learning, 2021
Digital gamification has been argued to be a fun and enjoyable method to support Learning English as a Second Language (LESL) and to ease the gap between students' learning and educational practice. This systematic review presents an overview of the state of the art on the use of gamification for LESL in digital environments. Furthermore, this…
Descriptors: Second Language Learning, Second Language Instruction, English (Second Language), Game Based Learning
Chen, Xieling; Zou, Di; Xie, Haoran; Su, Fan – Language Learning & Technology, 2021
The advance of educational technologies and digital devices have made computer-assisted language learning (CALL) an active interdisciplinary field with increasing research potential and topic diversity. Questions like "what topics and technologies attract the interest of the CALL community?," "how have these topics and technologies…
Descriptors: Second Language Learning, Second Language Instruction, Computer Assisted Instruction, Educational Research