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Rosso, Ana; Robbins, Jackie; Appel, Christine – Research-publishing.net, 2022
This paper focuses on the impact of introducing a Group Dynamics Training Activity (GDTA) on learners' reported engagement during the course. The context is a university Common European Framework of Reference for languages (CEFR) B2 French language online course over the course of two semesters. Data was collected in the form of online surveys…
Descriptors: Group Dynamics, Learning Activities, Learner Engagement, Electronic Learning
Carloni, Giovanna – Research-publishing.net, 2022
This essay illustrates how an online language education course, implemented within an online language teacher education programme offered at master's level at an Italian university, was designed to foster pre-service teachers' active learning through digitally-enhanced activities. The course was developed within a community of inquiry framework…
Descriptors: Online Courses, Electronic Learning, Distance Education, Second Language Learning
Montaner-Villalba, Salvador; Gimeno-Sanz, Ana; Di Sarno-García, Sofia; Sevilla-Pavón, Ana; Nicolaou, Anna; Koris, Rita; Vuylsteke, Jean-François – Research-publishing.net, 2022
There is no doubt that telecollaboration currently plays an important role in foreign language learning and, not less so, in the field of English for Specific Purposes (ESP). Guth (2020) highlighted how telecollaboration has rapidly evolved in the past years as an innovative approach, and how it has brought together a whole community of academics…
Descriptors: Computer Mediated Communication, Cooperative Learning, English for Special Purposes, Second Language Learning
Pujolà, Joan-Tomàs – Research-publishing.net, 2021
Gamification is a methodological strategy that uses "game design elements in non-game contexts" (Deterding, Dixon, Khaled, and Nacke 2011). The purpose of gamification is to engage people, motivate action, promote learning, and solve problems. This chapter describes examples of Spanish content gamifications that integrate different game…
Descriptors: Second Language Learning, Second Language Instruction, Game Based Learning, Spanish
Beaven, Ana – Research-publishing.net, 2021
Self-Directed Learning (SDL) has been the focus of attention on the part of scholars for at least four decades. However, it is with the advent of technology and the possibilities offered by the Internet that researchers and practitioners have begun to look more closely at what students do autonomously to support their own learning outside of the…
Descriptors: Independent Study, Second Language Learning, Second Language Instruction, Learning Strategies
Manegre, Marni; Udeshinee, Piyumi – Research-publishing.net, 2022
This study addresses interculturality and Intercultural Competence (IC) by connecting university students in Spain and Sri Lanka through the use of the Soqqle app, an education-based video app. The students were asked to create five videos independently using English as a lingua franca and upload each video to the app related to the assigned…
Descriptors: Cooperative Learning, Computer Mediated Communication, Video Technology, College Students
Mirzaei, Maryam Sadat; Meshgi, Kourosh – Research-publishing.net, 2022
This article introduces self-regulation features with Partial and Synchronized Caption (PSC) for practicing listening skills and fostering self-paced and autonomous learning. PSC generates a partial caption by focusing on acoustically and lexically difficult words and synchronizes each word's appearance with the speaker's speech. The aim is to…
Descriptors: Metacognition, Listening Comprehension, English (Second Language), Second Language Learning
Connolly, Ronan – Research-publishing.net, 2021
The vast majority of endangered languages are expected to have vanished from community use within one to two generations (Lackaff & Moner, 2016). One such language, Irish, may die out as a vernacular within a decade in the Irish-speaking regions of Ireland (Ó Giollagáin & Charlton, 2015). However, there is growing interest in the Irish…
Descriptors: Needs Assessment, Irish, Second Language Learning, Geographic Location
Satake, Yoshiho – Research-publishing.net, 2022
This study explores the effectiveness of Data-Driven Learning (DDL) approach to second-language (L2) English vocabulary learning in on-demand online distance learning at a private university in Tokyo, Japan. The participants were 49 Japanese undergraduates, intermediate L2 English learners at the B1 level in the Common European Framework of…
Descriptors: English (Second Language), Second Language Learning, Vocabulary Development, Undergraduate Students
Whyte, Shona; Edmonds, Amanda; Palasis, Katerina; Gerbier, Emilie – Research-publishing.net, 2022
Language researchers and teachers have long been interested in the timing of learning, and the distributed practice effect, whereby greater inter-session intervals result in longer retention, is well-known (Kim & Webb, 2022). Many L2 studies have focused on the intentional learning of lexis (Edmonds, Gerbier, Palasis, & Whyte, 2021),…
Descriptors: Second Language Learning, Second Language Instruction, Teaching Methods, Learning Processes
Arnbjörnsdóttir, Birna, Ed.; Bédi, Branislav, Ed.; Bradley, Linda, Ed.; Friðriksdóttir, Kolbrún, Ed.; Garðarsdóttir, Hólmfríður, Ed.; Thouësny, Sylvie, Ed.; Whelpton, Matthew James, Ed. – Research-publishing.net, 2022
The 2022 EUROCALL conference was held in Reykjavik on 17-19 August 2022 as a fully online event hosted by the Vigdís Finnbogadóttir Institute for Foreign Languages, the University of Iceland, and the Árni Magnússon Institute for Icelandic Studies. The conference theme was "Intelligent CALL, granular systems and learner data." This theme…
Descriptors: Learning Analytics, Computer Assisted Instruction, Intelligent Tutoring Systems, Learning Experience
Ward, Monica; Xu, Liang; Uí Dhonnchadha, Elaine – Research-publishing.net, 2022
Game Based Language Learning (GBLL) is an approach to language learning in which learning happens in the process of playing a game. GBLL has several potential benefits including enhanced reading, writing, and cultural awareness. This paper provides a brief overview of Cipher -- Faoi Gheasa, a GBLL app for Irish and learners' feedback on the game.…
Descriptors: Game Based Learning, Second Language Learning, Irish, Error Correction
Hashimoto, Takehiro; Sato, Takeshi – Research-publishing.net, 2022
This study investigated L2 learners' perception changes at each stage of online collaborative writing. Previous studies revealed the familiarity of L2 collaborative learning with Information and Communication Technology (ICT), whereas few described at which stage of the learning process L2 learners' perceptions change. Therefore, this study…
Descriptors: Second Language Learning, Collaborative Writing, Online Courses, Electronic Learning
Goria, Cecilia; Guetta, Lea – Research-publishing.net, 2020
The design of innovative learning spaces currently affects different educational sectors, including university teaching and learning. A parallel can be identified between the weakening of the specialisation of spaces for formal, informal, life-long learning, social interaction, and leisure and the blurring of the boundaries between work/learning…
Descriptors: Space Utilization, Multilingualism, Interaction, Technology Integration
Friðriksdóttir, Kolbrún – Research-publishing.net, 2022
This article provides evidence of critical factors of student retention in Language Massive Open Online Courses (LMOOCs). The study used multiple sources: tracked retention data (n=43,000), survey data in correlation with tracking data (n=400), and qualitative data (174 informants) from a survey (Friðriksdóttir, 2018, 2021a, 2021b). The data came…
Descriptors: Academic Persistence, MOOCs, Blended Learning, Electronic Learning