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Junjie Gavin Wu; Danyang Zhang; Sangmin Michelle Lee – IEEE Transactions on Learning Technologies, 2024
The emergence of the Metaverse, supported by innovative technologies, especially extended reality, has opened up new possibilities for various fields of education. Some disciplines like STEM have already derived significant benefits from the immersive, interactive, and authentic learning opportunities afforded by the Metaverse. In contrast, only…
Descriptors: Simulated Environment, Computer Simulation, Technology Uses in Education, Second Language Instruction
Gruber, Alice; Kaplan-Rakowski, Regina – Research-publishing.net, 2022
Virtual Reality (VR) offers language learners a valuable environment for practicing language skills and other aspects essential for language development, interaction, and negotiation of meaning. For example, speaking practice in VR using avatars can reduce speaking anxiety and increase users' sense of agency. Social spaces in VR present…
Descriptors: Computer Simulation, Verbal Communication, Nonverbal Communication, Second Language Learning
Domenic DeSocio – Unterrichtspraxis/Teaching German, 2024
Immersive virtual reality (iVR) is a novel form of computer technology that promises to transform not only the delivery of language and cultural instruction but also how students produce language. The existing, yet limited, scholarship on the applications of iVR in the language classroom suggests affective and cultural benefits (e.g., increased…
Descriptors: Computer Simulation, Technology Uses in Education, Teaching Methods, Second Language Learning
Barrot, Jessie Saraza – RELC Journal: A Journal of Language Teaching and Research, 2022
Given the recent technological advancements and the critical role that grammar plays in students' writing development, several digital tools that provide computer-mediated corrective feedback have emerged. One such tool is Grammarly, which identifies duplicate content and errors in grammar, vocabulary, mechanics, and language style. This tech…
Descriptors: English (Second Language), Second Language Learning, Computer Software, Grammar
Lee McCallum – Journal for Multicultural Education, 2024
Purpose: This paper aims to present a lesson that showcases how artificial intelligence (AI) tools may be chiefly used in L2 language classrooms to design culture-focussed telecollaboration tasks and aid their completion by students. Design/methodology/approach: The paper begins by reviewing traditional approaches and guidance for developing…
Descriptors: Artificial Intelligence, Intercultural Communication, Second Language Learning, Telecommunications
Elola, Idoia; Oskoz, Ana – Studies in Second Language Learning and Teaching, 2022
The integration of digital multimodal composing (DMC) in the second language (L2) and heritage language (HL) classrooms has expanded our notion of writing, shifting from a focus on the written mode to include other modes of expression (e.g., visual, textual, or aural). Notwithstanding the increasing presence of L2 multimodal learning tasks, which…
Descriptors: Feedback (Response), Second Language Learning, Writing (Composition), Technology Uses in Education
Panagiotis Panagiotidis; Pinelopi Krystalli; Panagiotis Arvanitis – European Journal of Education (EJED), 2023
It is a common belief that engagement and motivation are crucial factors in learning and especially in language learning. In particular, increasing motivation can lead to the mobilization of students' personal, cognitive, emotional and behavioral resources and, consequently to better learning results. As digital technology has become more…
Descriptors: Educational Technology, Electronic Learning, Second Language Learning, Student Motivation
Lynda Wynn; William Zahner; Carren Walker – Digital Experiences in Mathematics Education, 2024
We report on a long-term collaboration with ninth-grade mathematics teachers at a linguistically diverse high school in which we examined the intersection between mathematics and language, and how language and mathematical thinking can be developed together in a multilingual setting. We co-designed lessons that promoted conceptual understanding,…
Descriptors: Mathematics Teachers, High School Teachers, Grade 9, Secondary School Mathematics
Chenghao Wang; Xueyun Li – International Journal of Computer-Assisted Language Learning and Teaching, 2025
D-ID Creative Reality Studio (D-ID) is a platform for creating Artificial Intelligence (AI) presenter (digital human) videos, translating videos, and designing conversational agents. D-ID seamlessly integrates deep-learning face animation technology, large language models (LLMs), natural language processing (NLP), and speech synthesis and…
Descriptors: Artificial Intelligence, Design, Video Technology, Animation
Beck Wise; Lisa Emerson; Ariella Van Luyn; Bronwen Dyson; Collin Bjork; Susan E. Thomas – Higher Education Research and Development, 2024
Concerns about the role of technology and the quality of student writing in higher education are not new. Historically, writing scholars have been at the forefront of initiatives that scrutinise and integrate new technologies in higher education. This article contends that writing scholars are again uniquely equipped to assist students, teachers…
Descriptors: Scholarship, Writing (Composition), Integrity, Authors
Kristof Savski – LEARN Journal: Language Education and Acquisition Research Network, 2024
Reflecting on recent social transformations and technological innovations, this article argues that a holistic change is needed in the scope and identity of English language teaching. I argue that we must embrace a move away from teaching "just English", that is, concentrating on instruction that targets language in isolation from other…
Descriptors: Second Language Learning, Second Language Instruction, English (Second Language), Artificial Intelligence
Lyiscott, Jamila; Mirra, Nicole; Garcia, Antero – National Council of Teachers of English, 2021
Students are often portrayed as mindless consumers of popular culture, but a spike in social media engagement by Millennials and Generation Z reveals that K-12 youth are often at the helm of creating media content and impacting the trends which constitute popular culture. Coupled with the realities of this shifting landscape, an increasingly…
Descriptors: Critical Literacy, Media Literacy, Popular Culture, English (Second Language)
Robert Godwin-Jones – Language Learning & Technology, 2024
Generative AI offers significant opportunities for language learning. Tools like ChatGPT provide second language practice through chats in written or voice formats, with the learner specifying through prompts conversational parameters. AI can be instructed to give corrective feedback and create practice exercises. Using AI, instructors can build…
Descriptors: Second Language Learning, Second Language Instruction, Artificial Intelligence, Computer Software
Eisenlauer, Volker; Sosa, Diana – Designs for Learning, 2022
This article explores relevant conceptual frameworks and design principles for the planning and implementation of a virtual reality (VR) learning environment in English as a foreign language (EFL) contexts. The primary focus is on what knowledge teachers need to acquire when designing and implementing a spherical video-based training world that…
Descriptors: Video Technology, Computer Simulation, English (Second Language), Second Language Learning
Al-Jarf, Reima Saado – Online Submission, 2021
A variety of Flashcard Apps (FCAs) for standardized tests such as the IELTS, TOEFL, TOEIC, GRE and SAT can be downloaded from the Google Play, and iPhone App Stores for free and used by the students to prepare for any of those tests. FCAs contain thousands of essential words and specialized vocabulary covering several categories such as biology,…
Descriptors: Standardized Tests, Test Preparation, Handheld Devices, Electronic Learning