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Wu, Zhenhua; Chiang, Feng-Kuang – Interactive Learning Environments, 2022
Recent years, dramatic changes in the mode of writing have occurred. Computers and other digital devices are increasingly replacing writing by hand. The sensory-motor experiences of typing (e.g. visual, haptic, motor) are different from those used in handwriting. Therefore, the influence and effect of keyboarding on linguistic performance,…
Descriptors: Keyboarding (Data Entry), English (Second Language), Second Language Learning, Vocabulary Development
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Zou, Di; Wang, Minhong; Xie, Haoran; Cheng, Gary; Wang, Fu Lee; Lee, Lap-Kei – Interactive Learning Environments, 2021
Personalized learning has become an important and powerful paradigm catering for various needs, styles, preferences, and modes of learning. Several methods including task recommendations and path planning have recently emerged to effectively implement personalized learning using e-learning systems. The literature shows that the use of task…
Descriptors: Linguistic Theory, Vocabulary Development, Second Language Learning, Second Language Instruction
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Wu, Ting-Ting – Interactive Learning Environments, 2016
Learning English by reading articles on multimedia e-book devices can assist students in improving their vocabulary and in understanding the associations among vocabulary, textual meaning, and paragraph composition. Adaptive integration of reading technologies and strategies not only strengthens their language ability and reading comprehension,…
Descriptors: Diaries, Electronic Publishing, Reading Comprehension, Guidance
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Chen, Hao-Jan Howard; Yang, Ting-Yu Christine – Interactive Learning Environments, 2013
Several researchers have highlighted the potential of applying adventure video games in second language acquisition; however, few studies have investigated the impact of adventure games on foreign language learning. This study aimed to examine the effects of a commercial adventure video game on foreign language learning and learners' perceptions…
Descriptors: Second Language Learning, Video Games, College Students, Student Attitudes