Publication Date
In 2025 | 0 |
Since 2024 | 0 |
Since 2021 (last 5 years) | 0 |
Since 2016 (last 10 years) | 3 |
Since 2006 (last 20 years) | 3 |
Descriptor
Source
Computer Assisted Language… | 3 |
Author
Chen, Shu-Yu | 1 |
Harvor, Finn | 1 |
Hwang, Wu-Yuin | 1 |
Ma, Zhao-Heng | 1 |
Peng, Hongying | 1 |
Shadiev, Rustam | 1 |
Shih, Timothy K. | 1 |
Wrigglesworth, Jonathan | 1 |
Xu, Qi | 1 |
Publication Type
Journal Articles | 3 |
Reports - Research | 3 |
Tests/Questionnaires | 1 |
Education Level
Higher Education | 2 |
High Schools | 1 |
Postsecondary Education | 1 |
Secondary Education | 1 |
Audience
Location
China | 1 |
South Korea | 1 |
Taiwan | 1 |
Laws, Policies, & Programs
Assessments and Surveys
What Works Clearinghouse Rating
Wrigglesworth, Jonathan; Harvor, Finn – Computer Assisted Language Learning, 2018
This study examined how Korean university students, majoring in English interpretation and translation, used their smartphones to meet their language learning needs. We surveyed 241 students on their smartphone use in four conditions: overall use, use related to coursework, use in English related to coursework, and use in English not related to…
Descriptors: Foreign Countries, College Students, Telecommunications, Handheld Devices
Xu, Qi; Peng, Hongying – Computer Assisted Language Learning, 2017
This article reports on an exploratory study investigating mobile-assisted oral feedback in teaching Chinese as a second language (CSL). It is aimed at exploring the characteristics of mobile-assisted feedback on oral production with the smartphone social communication app WeChat as a case in point and examining learners' perceptions of…
Descriptors: Oral Language, Feedback (Response), Chinese, Second Language Learning
Hwang, Wu-Yuin; Shih, Timothy K.; Ma, Zhao-Heng; Shadiev, Rustam; Chen, Shu-Yu – Computer Assisted Language Learning, 2016
Game-based learning activities that facilitate students' listening and speaking skills were designed in this study. To participate in learning activities, students in the control group used traditional methods, while students in the experimental group used a mobile system. In our study, we looked into the feasibility of mobile game-based learning…
Descriptors: Telecommunications, Technology Uses in Education, Educational Games, Experimental Groups