Publication Date
| In 2026 | 0 |
| Since 2025 | 22 |
| Since 2022 (last 5 years) | 96 |
| Since 2017 (last 10 years) | 290 |
| Since 2007 (last 20 years) | 415 |
Descriptor
| Vocabulary Development | 458 |
| Second Language Learning | 361 |
| English (Second Language) | 312 |
| Foreign Countries | 309 |
| Second Language Instruction | 270 |
| Teaching Methods | 227 |
| Language Tests | 128 |
| Student Attitudes | 120 |
| College Students | 104 |
| Pretests Posttests | 103 |
| Comparative Analysis | 87 |
| More ▼ | |
Source
Author
| Atkinson, Rhonda | 6 |
| Kosanovich, Marcia | 4 |
| Phillips, Beth | 4 |
| Willis, Karli | 4 |
| Chen, Hao-Jan Howard | 3 |
| Chung, Edsoulla | 3 |
| Almusharraf, Norah | 2 |
| Altalhab, Sultan | 2 |
| Armstrong, Clayton | 2 |
| Chiu-Jung Chen | 2 |
| Daniels, Cecilia | 2 |
| More ▼ | |
Publication Type
Education Level
Audience
| Teachers | 19 |
| Students | 15 |
| Practitioners | 11 |
| Researchers | 2 |
| Support Staff | 1 |
Location
| Iran | 40 |
| China | 37 |
| Saudi Arabia | 27 |
| Turkey | 24 |
| Japan | 22 |
| Taiwan | 22 |
| South Korea | 10 |
| United Kingdom | 10 |
| Malaysia | 8 |
| Hong Kong | 7 |
| Thailand | 7 |
| More ▼ | |
Laws, Policies, & Programs
| No Child Left Behind Act 2001 | 1 |
Assessments and Surveys
What Works Clearinghouse Rating
| Meets WWC Standards with or without Reservations | 1 |
Yu-Fen Yang; I-Chun Lee; Christine Chifen Tseng; Siao-Cing Lai – Journal of Research on Technology in Education, 2025
This study investigated how a digital game-based learning (DGBL) environment affected low- (LP) and high-proficiency (HP) primary school students' self-regulated learning strategies and vocabulary development. Data were collected from 62 sixth graders (20 LP and 20 HP students) who learned English as a Foreign Language (EFL). The statistics…
Descriptors: Independent Study, Learning Strategies, Vocabulary Development, Computer Games
Weilong Huang; Sarut Supasiraprapa – PASAA: Journal of Language Teaching and Learning in Thailand, 2025
Authentic reading texts intended for everyday communication, rather than those specifically designed for second language (L2) instruction, often provide rich, contextualized examples of natural language use that support L2acquisition. However, such texts can be challenging for learners to comprehend because of unfamiliar vocabulary and complex…
Descriptors: Second Language Learning, Reading Comprehension, Linguistic Input, Incidental Learning
Chiu-Jung Chen – Asia-Pacific Education Researcher, 2025
This research investigates how Foreign Language Anxiety (FLA) affects the learning of English vocabulary in primary school students using a digital game-based educational setting. Using the FLCAS (Foreign Language Classroom Anxiety Scale) created by Horwitz et al. in (Mod Lang J 70:125-132, 1986), participants were split into high-anxiety and…
Descriptors: Game Based Learning, Second Language Learning, English (Second Language), Anxiety
Jia Lin; Li Yang – Reading and Writing: An Interdisciplinary Journal, 2025
To achieve efficient reading comprehension, Chinese as a second language (L2) learners adopt various component skills and knowledge, including the aspects of vocabulary, grammar, and coherence. However, there is no consensus regarding the relative predictive powers of these three areas in L2 reading comprehension. Instead of employing direct…
Descriptors: Second Language Learning, English (Second Language), Reading Comprehension, Reading Skills
TuongVan Vu; Martijn Meeter; Abe Hofman; Brenda Jansen; Lucía Magis-Weinberg; Elise van Triest; Nienke van Atteveldt – British Journal of Educational Psychology, 2025
Background: The purported reciprocity between motivation and academic achievement in education has largely been supported by correlational data. Aims: Our first aim was to determine experimentally whether motivation and achievement are reciprocally related. The second objective was to investigate a potential behavioural mediation pathway between…
Descriptors: Learning Motivation, Academic Achievement, Correlation, Undergraduate Students
Jose Belda-Medina – Contemporary Educational Technology, 2025
This study investigates the impact of augmented reality (AR) on vocabulary and content learning, as well as attitudes, in a content and language integrated learning (CLIL) setting. The research, based on convenience sampling, involved 162 secondary education students from three schools, divided into an experimental group (EG) and a control group…
Descriptors: Content and Language Integrated Learning, Simulated Environment, Vocabulary Development, Language Acquisition
Wu-Yuin Hwang; Bo-Chen Guo; Anh Hoang; Ching-Chun Chang; Nien-Tsu Wu – Computer Assisted Language Learning, 2024
This study introduced an app, called Smart UEnglish, for helping EFL conversation practices in authentic contexts. These conversation practices were categorized into 'designed talk' and 'free talk', based on the content of an English textbook and authentic ambient environment that includes such things as transportation, weather and scenic…
Descriptors: English (Second Language), Second Language Learning, Second Language Instruction, Computer Software
Yasir Ahmed Ali; Muhammad Mooneeb Ali; Issa Saad AlQurashi; Muhammad Imran; Ubaid Ullah Ubaid – International Journal of Game-Based Learning, 2025
Game-based applications and strategies are effective solutions to contemporary challenges in English language learning. Kahoot is an online platform that assists learning in an untraditional but effective way. This probe examines whether the use of Kahoot in a Saudi English language classroom can boost the vocabulary acquisition of the…
Descriptors: Foreign Countries, Game Based Learning, English (Second Language), Second Language Instruction
Qian Xu; Jennifer C. Richardson – Online Learning, 2024
Scholars indicated that learners who are strategic with their language learning (e.g., selfregulated learning [SRL], cognitive and meta-cognitive strategies) tend to be more efficient, resourceful, and flexible, and thus have better language learning outcomes (Oxford, 2016; Heo et al., 2012; Plonsky, 2011). Besides focusing on the knowledge,…
Descriptors: Metacognition, Learning Strategies, Outcomes of Education, Vocabulary Development
Bahari, Akbar – Open Learning, 2022
Adopting the focus on form (FonF) practice model, the effectiveness of game-based collaborative vocabulary learning (GBCVL) was tested as a tool to develop vocabulary size and depth with a focus on dynamicity and nonlinearity of second language (L2) learner motivation. To improve the measures, a mixed-methods approach was used on a sample of 95…
Descriptors: Game Based Learning, Cooperative Learning, Vocabulary Development, Blended Learning
Wen Jia; Liping Zhang; Austin Pack; Yi Guan; Bin Zou – Language Learning & Technology, 2024
Although digital game-based vocabulary learning (DGBVL) has received increasing attention in the past two decades, the impacts of DGBVL on the depth of word knowledge are still not well understood, especially in regard to productive vocabulary learning and DGBVL's long-term efficacy. This study leverages a quasiexperimental research design to…
Descriptors: Game Based Learning, Video Games, Vocabulary Development, Receptive Language
Qian Xu; Jennifer C. Richardson; Zhuo Zhang; Zui Cheng; Fengping Guo – Online Learning, 2025
The use of mobile technologies has increasingly changed how students learn in the digital age. This study examined the effectiveness of using a mobile application called Shanbay Dan-Ci (SBDC) for acquiring new English vocabulary. Participants included 70 Chinese undergraduate L2 learners. Following a quasi-experimental design, two groups of L2…
Descriptors: Computer Oriented Programs, Handheld Devices, English (Second Language), Second Language Learning
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
Fievez, Isabeau; Montero Perez, Maribel; Cornillie, Frederik; Desmet, Piet – Computer Assisted Language Learning, 2023
This paper investigates the effects of watching an entire season of a French series with the streaming service Netflix in an out-of-classroom context. University Dutch-speaking low- to high-intermediate learners of French were divided into two groups: a control group who only took the tests (N = 37) and a treatment group (N = 65). Learners in the…
Descriptors: Incidental Learning, Vocabulary Development, French, Second Language Learning
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

Peer reviewed
Direct link
