Publication Date
In 2025 | 0 |
Since 2024 | 0 |
Since 2021 (last 5 years) | 3 |
Since 2016 (last 10 years) | 5 |
Since 2006 (last 20 years) | 5 |
Descriptor
Source
Arab World English Journal | 1 |
Computer Assisted Language… | 1 |
Journal of Educational… | 1 |
Language Learning & Technology | 1 |
TESOL International Journal | 1 |
Author
Alharthi, Saleh | 1 |
Alhebshi, Amal Abdullah | 1 |
Chen, Hao-Jan Howard | 1 |
Clarke-Midura, Jody | 1 |
Gamlo, Nada | 1 |
Lai, Kuo-Wei Kyle | 1 |
Mohsen, Mohammed Ali | 1 |
Poole, Frederick J. | 1 |
Publication Type
Journal Articles | 5 |
Reports - Research | 5 |
Tests/Questionnaires | 5 |
Education Level
Higher Education | 3 |
Postsecondary Education | 3 |
Secondary Education | 2 |
Adult Education | 1 |
Elementary Education | 1 |
Grade 12 | 1 |
Grade 6 | 1 |
High Schools | 1 |
Intermediate Grades | 1 |
Middle Schools | 1 |
Audience
Location
Saudi Arabia | 3 |
Laws, Policies, & Programs
Assessments and Surveys
What Works Clearinghouse Rating
Lai, Kuo-Wei Kyle; Chen, Hao-Jan Howard – Computer Assisted Language Learning, 2023
Research on vocabulary acquisition in digital game-based learning has been increasing over the years, with advancements in technology giving rise to numerous learning alternatives in second language acquisition. As virtual reality gaming offers new opportunities to explore its effectiveness in language learning, it is thus important to investigate…
Descriptors: Vocabulary Development, Game Based Learning, Second Language Learning, Second Language Instruction
Poole, Frederick J.; Clarke-Midura, Jody – Language Learning & Technology, 2023
Research involving digital games and language learning is rapidly growing. One advantage of using digital games to support language learning is the ability to collect data on students learning in real time. In this study, we use educational data mining methods to explore the relationship between in-game data and elementary students' Chinese…
Descriptors: Computer Games, Second Language Learning, Second Language Instruction, Data Analysis
Alhebshi, Amal Abdullah; Gamlo, Nada – Arab World English Journal, 2022
Mastering vocabulary can be a challenge as a great deal of information is delivered in intensive English courses. This study investigates the effects of mobile games on EFL students' vocabulary acquisition via the "Quizizz" application. A total of 56 female foundation year students from a Saudi Arabian university participated in this…
Descriptors: Computer Games, Computer Assisted Instruction, Intensive Language Courses, Second Language Learning
Alharthi, Saleh – TESOL International Journal, 2020
Technology use in the classroom to improve student's learning has gained significant attention over the past few years. Technology has metamorphosed from CALL to MALL and the use of gamification. Teachers are more concerned with methodologies that can improve students' motivation and engagement, particularly in EFL classrooms. This mixed method…
Descriptors: Teaching Methods, Second Language Learning, Second Language Instruction, English (Second Language)
Mohsen, Mohammed Ali – Journal of Educational Computing Research, 2016
One of the main issues in language learning is to find ways to enable learners to interact with the language input in an involved task. Given that computer-based simulation allows learners to interact with visual modes, this article examines how the interaction of students with an online video simulation affects their second language video…
Descriptors: Computer Simulation, Computer Assisted Instruction, English (Second Language), Second Language Instruction