Publication Date
In 2025 | 0 |
Since 2024 | 0 |
Since 2021 (last 5 years) | 2 |
Since 2016 (last 10 years) | 4 |
Since 2006 (last 20 years) | 7 |
Descriptor
College Students | 7 |
Computer Assisted Instruction | 7 |
Video Games | 7 |
Second Language Learning | 5 |
Student Attitudes | 5 |
English (Second Language) | 4 |
Foreign Countries | 4 |
Instructional Design | 3 |
Instructional Effectiveness | 3 |
Second Language Instruction | 3 |
Video Technology | 3 |
More ▼ |
Source
International Journal of… | 1 |
JALT CALL Journal | 1 |
Journal of Educational… | 1 |
Journal of Interactive… | 1 |
ReCALL | 1 |
Simulation & Gaming | 1 |
TESL-EJ | 1 |
Author
Andersson, Shawn | 1 |
Halaczkiewicz, Marta | 1 |
Ishikawa, Yasushige | 1 |
Kaplancali, Ugur T. | 1 |
Kondo, Mutsumi | 1 |
Li, Ke | 1 |
Lisk, Timothy C. | 1 |
Liu, Min | 1 |
Mohsen, Mohammed Ali | 1 |
Peterson, Mark | 1 |
Riggio, Ronald E. | 1 |
More ▼ |
Publication Type
Journal Articles | 7 |
Reports - Research | 7 |
Tests/Questionnaires | 3 |
Education Level
Higher Education | 7 |
Postsecondary Education | 7 |
Adult Education | 2 |
Audience
Location
Japan | 3 |
California | 1 |
Saudi Arabia | 1 |
Texas | 1 |
Laws, Policies, & Programs
Assessments and Surveys
Multifactor Leadership… | 1 |
What Works Clearinghouse Rating
Li, Ke; Peterson, Mark; Wan, Jiahui – International Journal of Computer-Assisted Language Learning and Teaching, 2022
Despite the increasing awareness of digital games' potential for language learning, only a handful of studies focus on their integration into classrooms. Informed by bridging activities, this mixed methods case study recruited six students to engage in instructed gameplay in class and game-related activities after class. Both qualitative and…
Descriptors: Video Games, Second Language Learning, Academic Achievement, Learner Engagement
Andersson, Shawn – JALT CALL Journal, 2022
Digital game-based language learning (DGBLL) is a field that promotes language learning by combining game entertainment and mechanics inducive to learning. Researchers have proposed evidence of various language-learning benefits, yet downsides persist, such as negative stigmas, a lack of participation of non-gamers, and potential adverse…
Descriptors: Foreign Countries, College Students, English (Second Language), Second Language Learning
Halaczkiewicz, Marta – TESL-EJ, 2020
The present article describes a study that analyzed practical applications of informal online spaces in formal instruction. It was conducted in an intermediate ESL course at an American University. The concept of affinity spaces was used to guide the research. Students in the course were instructed to play the video game, Pokémon Go as an…
Descriptors: Second Language Learning, Second Language Instruction, English (Second Language), Informal Education
Mohsen, Mohammed Ali – Journal of Educational Computing Research, 2016
One of the main issues in language learning is to find ways to enable learners to interact with the language input in an involved task. Given that computer-based simulation allows learners to interact with visual modes, this article examines how the interaction of students with an online video simulation affects their second language video…
Descriptors: Computer Simulation, Computer Assisted Instruction, English (Second Language), Second Language Instruction
Lisk, Timothy C.; Kaplancali, Ugur T.; Riggio, Ronald E. – Simulation & Gaming, 2012
With their increased popularity, games open up possibilities for simultaneous learning on multiple levels; players may learn from contextual information embedded in the narrative of the game and through the risks, benefits, costs, outcomes, and rewards of the alternative strategies that result from fast-paced decision making. Such dynamics also…
Descriptors: Global Approach, Transformational Leadership, Computer Games, Leadership Training
Yuen, Timothy; Liu, Min – Journal of Interactive Learning Research, 2011
This paper presents a cognitive model of how interactive multimedia authoring (IMA) affect novices' cognition in object-oriented programming. This model was generated through an empirical study of first year computer science students at the university level being engaged in interactive multimedia authoring of a role-playing game. Clinical…
Descriptors: Feedback (Response), Programming, Cognitive Processes, Task Analysis
Kondo, Mutsumi; Ishikawa, Yasushige; Smith, Craig; Sakamoto, Kishio; Shimomura, Hidenori; Wada, Norihisa – ReCALL, 2012
This paper reports a project in which researchers at universities in Japan explored the use of Mobile Assisted Language Learning (MALL) practices by developing a learning module intended to help improve students' scores on the TOEIC Listening and Reading Tests. MALL practices are currently being developed at universities in Japan because almost…
Descriptors: Foreign Countries, Internet, Teaching Methods, Informal Education