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Ting-Chia Hsu; Ching Chang; Tien-Hsiu Jen – Interactive Learning Environments, 2024
Young learners' vocabulary learning needs interaction with language input when they are engaged in an activity. Given that AI-supported image recognition technologies offer hands-on learning in authentic contexts, and that self-regulated learning (SRL) enables learners to monitor and evaluate their learning when interacting with multi-sensory…
Descriptors: Metacognition, Multisensory Learning, Vocabulary Development, Learning Strategies
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Nicolaidou, Iolie; Pissas, Petros; Boglou, Dimitrios – Interactive Learning Environments, 2023
Virtual Reality applications are predicted to create a paradigm shift in education, but there is little empirical evidence of their educational value. Virtual Reality affordances to support language learning have not yet been realized. This quasi-experimental study investigated the effect of a Virtual Reality application on foreign language…
Descriptors: Educational Technology, Computer Simulation, Telecommunications, Handheld Devices
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Chin-Hsi Lin; Keyi Zhou; Shiyun Yang; Zhong Sun – Interactive Learning Environments, 2023
Mobile technology is one of the most important approaches to facilitating vocabulary learning. However, despite an increasing use of mobile devices for this purpose, there is currently no dedicated evaluation framework to examine whether the vocabulary-learning applications on the market are well designed. Building on prior research from the…
Descriptors: Vocabulary Development, English (Second Language), Second Language Learning, Second Language Instruction
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Chen, Hao-Jan Howard; Hsu, Hsiao-Ling; Chen, Zhi-Hong – Interactive Learning Environments, 2023
Vocabulary learning is vital for second language development, and the use of technology has greatly changed how second language vocabulary can be acquired. Some adventure video games were found to be beneficial for vocabulary learning. These games offer engaging plots, rich input, and immersive learning context. Despite these advantages, many…
Descriptors: Captions, Game Based Learning, Vocabulary Development, Second Language Learning
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Wu, Zhenhua; Chiang, Feng-Kuang – Interactive Learning Environments, 2023
Although computer-assisted vocabulary acquisition tools have been widely applied to English as a foreign language learning, the kinesthetic and tactile potential of such tools has not been fully utilized. Embodied cognition suggested that the change of practice modality (from handwriting to keyboarding), involves different sensory-motor…
Descriptors: Instructional Effectiveness, Keyboarding (Data Entry), English (Second Language), Second Language Learning
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Jon-Chao Hong; Chien-Hung Lin; Chin-Chieh Juh – Interactive Learning Environments, 2024
Referring to the advantages of intelligent personal assistants, or virtual agents, Charades can be implemented with a Chatbot to enhance students' vocabulary mastery. However, only a few studies have addressed the effectiveness of learning through practice with chatbots based on the Charades approach. We designed a Charades game using Google…
Descriptors: Artificial Intelligence, Computer Uses in Education, Games, Vocabulary Development
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Jia-Hua Zhao; Patcharin Panjaburee; Gwo-Jen Hwang; Wararat Wongkia – Interactive Learning Environments, 2024
Scholars have suggested English classrooms with sufficient context and fun activities to increase English performance and promote learning motivation. With the rapid growth of technology-enhanced learning, virtual reality (VR) has become increasingly popular in English learning. Using VR without a well-designed learning environment, however, may…
Descriptors: Foreign Countries, Metacognition, Game Based Learning, Computer Simulation
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Ponce, Héctor R.; Mayer, Richard E.; Figueroa, Verónica A.; López, Mario J. – Interactive Learning Environments, 2018
This article examines the effectiveness of a software that supports formative assessment in real-time of learners' vocabulary knowledge through an interactive highlighting method. Students in a classroom are given a passage on their computer screen and asked to highlight the words they do not understand. This information is summarized on the…
Descriptors: Foreign Countries, Undergraduate Students, Advanced Courses, Second Language Learning
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Song, Yanjie; Hwang, Gwo-Jen – Interactive Learning Environments, 2022
Despite seamless vocabulary learning studies having been implemented for about 10 years, little is known about what seamless vocabulary learning studies are, how they were conducted, what the learning outcomes were, or the issues and trends of seamless vocabulary learning. This literature review aimed at addressing these questions. Adopting…
Descriptors: Vocabulary Development, Learning Theories, Research Reports, Educational Trends
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Calderón, Juan Felipe; Nussbaum, Miguel; Carmach, Ignacio; Díaz, Juan Jaime; Villalta, Marco – Interactive Learning Environments, 2016
Language learning tools have evolved to take into consideration new teaching models of collaboration and communication. While second language acquisition tasks have been taken online, the traditional language laboratory has remained unchanged. By continuing to follow its original configuration based on individual work, the language laboratory…
Descriptors: Cooperative Learning, Second Language Learning, Pronunciation, Second Language Instruction
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Calvo-Ferrer, José Ramón – Interactive Learning Environments, 2020
Although the "digital natives" theory is still used to justify the implementation of technologies such as video games in the language classroom, whether digital nativeness (i.e. the extent to which an individual embodies the characteristics attributed to digital natives) may be used as a predictor of digital game-based learning outcomes…
Descriptors: Computer Games, Video Games, Second Language Instruction, Second Language Learning
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Lai, Arthur – Interactive Learning Environments, 2016
Immersion has been an acclaimed approach for second-language acquisition, but is not available to most students. The idea of this study was to create a mobile immersion environment on a smartphone using a mobile instant messenger, WhatsApp™. Forty-five Form-1 (7th grade) students divided into the Mobile Group and Control Group participated in a…
Descriptors: Immersion Programs, Telecommunications, Handheld Devices, Teaching Methods