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Ananda Sadyva Aulia Putri; Suvi Akhiriyah – Journal of English Teaching, 2024
Web-based games can be an alternative learning media for students to improve their vocabulary mastery in reading. Nevertheless, few studies look at how web-based games can be used as a teaching tool to help junior high school students improve their vocabulary, especially in the context of reading. The main objective of this research is to know the…
Descriptors: Vocabulary Development, Mastery Learning, Junior High School Students, Computer Games
Effects of Gamified Grammar and Vocabulary Learning in an English Course on EFL Students in Thailand
Nur Lailatur Rofiah; Budi Waluyo – Teaching English with Technology, 2024
The present study investigated the effects of gamified grammar and vocabulary learning using Kahoot!, Quizizz, and Quizlet on learning performance, motivation, enjoyment, anxiety, and classroom dynamics and engagement in an English course. The investigation also involved the effects of gamified learning on gender, proficiency, and learning…
Descriptors: Vocabulary Development, Teaching Methods, English (Second Language), Second Language Learning
Pili-Moss, Diana – Language Learning, 2021
This study examined the role of child cognitive abilities for procedural and declarative learning in the earliest stages of second language (L2) exposure. In the context of a computer game, 53 first language Italian monolingual children were aurally trained in a novel miniature language over 3 consecutive days. A mixed effects model analysis of…
Descriptors: Syntax, Second Language Learning, Language Tests, Morphology (Languages)
Saud, Syukur; Aeni, Nur; Azizah, Laelah – International Journal of Language Education, 2022
In creating a comfortable English learning atmosphere, the impressions of students and lecturers are crucial. Leading the students to be happy in learning is one of the big challenges for the lecturer. The aim of this study is to find out how students and lecturers feel about online learning by using gamification. It investigated how the students…
Descriptors: English (Second Language), Second Language Learning, Second Language Instruction, Language Tests
Lai, Kuo-Wei Kyle; Chen, Hao-Jan Howard – Computer Assisted Language Learning, 2023
Research on vocabulary acquisition in digital game-based learning has been increasing over the years, with advancements in technology giving rise to numerous learning alternatives in second language acquisition. As virtual reality gaming offers new opportunities to explore its effectiveness in language learning, it is thus important to investigate…
Descriptors: Vocabulary Development, Game Based Learning, Second Language Learning, Second Language Instruction
Poole, Frederick J.; Clarke-Midura, Jody – Language Learning & Technology, 2023
Research involving digital games and language learning is rapidly growing. One advantage of using digital games to support language learning is the ability to collect data on students learning in real time. In this study, we use educational data mining methods to explore the relationship between in-game data and elementary students' Chinese…
Descriptors: Computer Games, Second Language Learning, Second Language Instruction, Data Analysis
Chero, Cristian Alexander Chiroque – English Language Teaching, 2022
Need analysis is an essential element in the process of designing any language course as it seeks to cater for what learners need in their lessons. This study proposes a framework to analyse learners' needs for exam preparation courses. The proposed framework adopts the works of Macalister, Nation, and Brindley to address different linguistic and…
Descriptors: Needs Assessment, Second Language Learning, Second Language Instruction, English (Second Language)
Alhebshi, Amal Abdullah; Gamlo, Nada – Arab World English Journal, 2022
Mastering vocabulary can be a challenge as a great deal of information is delivered in intensive English courses. This study investigates the effects of mobile games on EFL students' vocabulary acquisition via the "Quizizz" application. A total of 56 female foundation year students from a Saudi Arabian university participated in this…
Descriptors: Computer Games, Computer Assisted Instruction, Intensive Language Courses, Second Language Learning
Mat Husin, Mohd Zulfadli; Azmuddin, Ruhil Amal – Educational Process: International Journal, 2022
Background/purpose: Game-based learning is becoming increasingly popular among educators in higher institutions. However, it can be a daunting task for educators to ascertain which of the currently available game-based learning platforms best suits their learners' needs. This study explored the suitability of Kahoot! as one of the most commonly…
Descriptors: Learner Engagement, English (Second Language), Second Language Learning, Second Language Instruction
Serra, Judit; Gilabert, Roger – British Journal of Educational Technology, 2021
Recent years have seen a surge of calls for personalization of education. Automatised adaptivity in serious games has been advocated as a potential instantiation of such calls. Yet little is known about the extent to which personalised learning through automatised adaptivity poses an advantage for language learning over generalised teacher-led…
Descriptors: Educational Games, Computer Games, Second Language Instruction, English (Second Language)
Munuyand, Thulasirani A/P; Husain, Salina; Abdul Jabar, Mohd Azidan; Jusoh, Zuraini – Asian Journal of University Education, 2021
For teaching and learning Malay language grammar, there are many types of online assessment tools and applications have been developed in Malaysia. One such application is Quizizz, a game-based online quiz that facilitates teaching and learning. The purpose of this research is to measure the effectiveness of Quizizz application to teach and learn…
Descriptors: Language Tests, Indonesian Languages, Grammar, Teaching Methods
Goodwin, Amanda; Petscher, Yaacov; Tock, Jamie – Journal of Research in Reading, 2021
Background: Middle school students use the information conveyed by morphemes (i.e., units of meaning such as prefixes, root words and suffixes) in different ways to support their literacy endeavours, suggesting the likelihood that morphological knowledge is multidimensional. This has important implications for assessment. Methods: The current…
Descriptors: Middle School Students, Morphology (Languages), Metalinguistics, Student Evaluation
Goodwin, Amanda P.; Petscher, Yaacov; Tock, Jamie – Grantee Submission, 2021
Background: Middle school students use the information conveyed by morphemes (i.e., units of meaning such as prefixes, root words and suffixes) in different ways to support their literacy endeavours, suggesting the likelihood that morphological knowledge is multidimensional. This has important implications for assessment. Methods: The current…
Descriptors: Morphology (Languages), Morphemes, Middle School Students, Knowledge Level
Simsek, Bilal; Direkci, Bekir – International Journal of Instruction, 2019
This study examines the relationship between online games and Turkish vocabulary acquisition. It adopted the sequential explanatory design of the mixed methods research. The quantitative data were collected through cluster sampling technique from 225 students studying in two secondary schools. The qualitative data were collected through the…
Descriptors: Computer Games, Turkish, Correlation, Vocabulary Development
Rasti-Behbahani, Amin; Shahbazi, Maryam – Computer Assisted Language Learning, 2022
This study investigates the probable effect of a digital game-based vocabulary learning (DGBVL) task on the acquisition of some components of a word knowledge framework. In so doing, 124 Persian speakers (56 males and 68 females) were randomly assigned to either a control or an experimental group. The experimental group participants completed a…
Descriptors: Computer Games, Game Based Learning, Comparative Analysis, Task Analysis