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Zhai, Xuesong; Chu, Xiaoyan; Meng, Nanxi; Wang, Minjuan; Spector, Michael; Tsai, ChinChung; Liu, Hui – Educational Technology & Society, 2022
Metacognition is regarded as a retrospective skill promoting learners' learning performance, deep thinking, and academic well-being. Stimulated Recall (SR) is regarded as a reliable approach to inspiring learners' metacognition in the classroom. However, the outbreak of COVID-19, causing widespread class suspension, may impair the effect of SR on…
Descriptors: Eye Movements, Metacognition, Measures (Individuals), Thinking Skills
Wei, Chun-Wang; Kao, Hao-Yun; Lu, Hsin-Hsien; Liu, Yi Chun – Educational Technology & Society, 2018
English vocabulary is the foundation of English learning. According to information processing theory, recitation helps learners remember and understand English terminology. However, this type of exercise may lead to boredom, anxiety, difficulty concentrating, and other negative effects. This study proposes the integration of competitive gaming…
Descriptors: English (Second Language), Second Language Learning, Second Language Instruction, Vocabulary Development
Yang, Yu-Fen; Harn, Ruey-Fen; Hwang, Gwo-Haur – Educational Technology & Society, 2019
Many students who study English as a foreign language (EFL) have difficulty transferring linguistic features between languages while writing. This study aims to investigate how college students improve their EFL writing with text revisions by using a bilingual concordancer (Chinese and English). A sample of 32 college students consented to…
Descriptors: Bilingualism, Indexes, English (Second Language), Second Language Learning
Mazzoni, Elvis; Benvenuti, Martina – Educational Technology & Society, 2015
This paper presents an exploratory study in which a humanoid robot (MecWilly) acted as a partner to preschool children, helping them to learn English words. In order to use the Socio-Cognitive Conflict paradigm to induce the knowledge acquisition process, we designed a playful activity in which children worked in pairs with another child or with…
Descriptors: Foreign Countries, Preschool Children, English (Second Language), Second Language Learning
Chen, Zhi-Hong; Chen, Howard Hao-Jan; Dai, Wan-Jhen – Educational Technology & Society, 2018
This paper describes a narrative-based design framework that organizes three narrative elements (i.e., storyline, character, and quest) to support a contextual game-based environment for language learning. Using this design framework, a PlanetAdventure system was developed to examine its feasibility and its effects on student language learning. A…
Descriptors: Second Language Learning, Case Studies, Second Language Instruction, English (Second Language)
Mørch, Anders I.; Engeness, Irina; Cheng, Victor C.; Cheung, William K.; Wong, Kelvin C. – Educational Technology & Society, 2017
This article presents a study of EssayCritic, a computer-based writing aid for English as a foreign language (EFL) that provides feedback on the content of English essays. We compared two feedback conditions: automated feedback from EssayCritic (target class) and feedback from collaborating peers (comparison class). We used a mixed methods…
Descriptors: Essays, Writing Instruction, Pretests Posttests, Grades (Scholastic)
Wu, Ting-Ting; Huang, Yueh-Min – Educational Technology & Society, 2017
English learning has become a vital educational strategy in many non-English-speaking countries. Vocabulary is a critical element for language learners. Therefore, developing sufficient vocabulary knowledge enables effective communication. However, learning a foreign language is difficult and stressful. In addition, memorizing English vocabulary…
Descriptors: Foreign Countries, College Freshmen, Second Language Learning, Second Language Instruction
Franciosi, Stephan J. – Educational Technology & Society, 2017
In theory, computer game-based learning can support several vocabulary learning affordances that have been identified in the foreign language learning research. In the observable evidence, learning with computer games has been shown to improve performance on vocabulary recall tests. However, while simple recall can be a sign of learning,…
Descriptors: Computer Games, Writing (Composition), Second Language Learning, Second Language Instruction
Naseri, Somayeh; Motallebzadeh, Khalil – Educational Technology & Society, 2016
This study investigated the effect of listening to podcasts on Iranian upper- intermediate EFL learners' self-regulation ability and their perception toward the use of technology. To meet the objectives of the current study, 54 female Iranian EFL learners were selected. In experimental group they listened to podcast files while in the control…
Descriptors: English (Second Language), Second Language Learning, Second Language Instruction, Educational Technology
Hsiao, Indy Y. T.; Lan, Yu-Ju; Kao, Chia-Ling; Li, Ping – Educational Technology & Society, 2017
Language learning occurring in authentic contexts has been shown to be more effective. Virtual worlds provide simulated contexts that have the necessary elements of authentic contexts for language learning, and as a result, many studies have adopted virtual worlds as a useful platform for language learning. However, few studies so far have…
Descriptors: Computer Simulation, Computer Assisted Instruction, Second Language Learning, Second Language Instruction
Liu, Sarah Hsueh-Jui; Lan, Yu-Ju – Educational Technology & Society, 2016
This study reports on the differences in motivation, vocabulary gain, and perceptions on using or the Google Docs between individual and collaborative learning at a tertiary level. Two classes of English-as-a-Foreign Language (EFL) students were recruited and each class was randomly assigned into one of the two groups--individuals or…
Descriptors: Web Based Instruction, Constructivism (Learning), Web 2.0 Technologies, Student Motivation
Lu, Fang-Chen; Chang, Ben – Educational Technology & Society, 2016
With the advantages of an engaged and authentic role-play game (RPG), this study aims to develop an RPG-enhanced English for specific purposes (ESP) vocabulary-acquisition framework, providing teachers and students a systematic way to incorporate RPG into ESP learning. The framework is composed of five parts: goal, three-level vocabulary sets, RPG…
Descriptors: Role Playing, Educational Games, English for Special Purposes, Second Language Learning
Kurt, Gökçe – Educational Technology & Society, 2017
The flipped classroom, a form of blended learning, is an emerging instructional strategy reversing a traditional lecture-based teaching model to improve the quality and efficiency of the teaching and learning process. The present article reports a study that focused on the implementation of the flipped approach in a higher education institution in…
Descriptors: Foreign Countries, Educational Technology, Blended Learning, Technology Uses in Education
Ali, Ahmad Zamzuri Mohamad; Segaran, Kogilathah; Hoe, Tan Wee – Educational Technology & Society, 2015
This study was designed to investigate the benefit of inclusion of various verbal elements in 3D talking-head on pronunciation learning among non-native speakers. In particular, the study examines the effects of three different multimedia presentation strategies in 3D talking-head Mobile-Assisted-Language-Learning (MALL) on the learning…
Descriptors: Second Language Learning, Second Language Instruction, Pronunciation Instruction, Linguistic Input
Lin, Chi-Jen; Hwang, Gwo-Jen; Fu, Qing-Ke; Chen, Jing-Fang – Educational Technology & Society, 2018
English business writing is an important and challenging course for English as Foreign Language (EFL) students since it is not only related to English writing skills, but also to business knowledge. Context-game based learning seems to be a good approach to situating students in a meaningful and interesting practicing environment, which could…
Descriptors: English (Second Language), Second Language Learning, Second Language Instruction, Business Communication
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