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Parmaxi, Antigoni; Zaphiris, Panayiotis – International Journal of Research & Method in Education, 2020
This paper describes aspirations and contributions that grew out of a developmental cycle of design-based research (DBR) implementation conducted over a three-year project. DBR engineers new learning environments and improves learning in context whilst communicating usable knowledge for learning and teaching in complex settings. This project…
Descriptors: Design, Research Methodology, Educational Research, Social Media
Fabio Spano; Adam Kardos; Craig Dennis Howard – International Journal of Designs for Learning, 2025
This design case presents a gamified dictionary learning intervention for away-from-school learning. Intended to be mobile, the game features AI speech recognition for practicing English words and phrases. We also introduce a second feature--an integrated teacher dashboard that addresses issues in traditional homework--a lack of immediate feedback…
Descriptors: Gamification, Dictionaries, Artificial Intelligence, English (Second Language)
Carolina Torrejon Capurro; Lindsey Moses; Paula Garces – Reading Teacher, 2024
As part of a large study aiming to understand how kindergarten children in Colombia used translanguaging during independent play, Paula (the teacher) along with Dr. Moses (lead researcher) co-designed a 6-week play-based intervention that included a variety of learning experiences such as partner reading, small-group reading, and supported play,…
Descriptors: English (Second Language), Second Language Learning, Kindergarten, Young Children
Tatsuma Shirai – Latin American Journal of Content and Language Integrated Learning, 2025
This paper presents a soft-CLIL (content and language integrated learning) practice focused on biomimicry, conducted at Japan's National Institute of Technology (NIT). Biomimicry involves solving problems and creating new things by drawing inspiration from animals, plants, and other living organisms to design and enhance human-made products and…
Descriptors: Foreign Countries, Content and Language Integrated Learning, Sustainability, Biology
Lee, Donghwa; Kim, Hong-hyeon; Sung, Seok-Hyun – Educational Technology Research and Development, 2023
For decades, AI applications in education (AIEd) have shown how AI can contribute to education. However, a challenge remains: how AIEd, guided by educational knowledge, can be made to meet specific needs in education, specifically in supporting learners' autonomous learning. To address this challenge, we demonstrate the process of developing an…
Descriptors: Artificial Intelligence, Technology Uses in Education, Computer Assisted Instruction, Second Language Learning
Shortt, Mitchell; Tilak, Shantanu; Kuznetcova, Irina; Martens, Bethany; Akinkuolie, Babatunde – Computer Assisted Language Learning, 2023
More than 300 million people use the gamified mobile-assisted language learning (MALL) application (app) Duolingo. The challenging tasks, reward incentives, systematic levels, and the ranking of users according to their achievements are just some of the elements that demonstrate strong gamification elements within this popular language learning…
Descriptors: Gamification, Computer Assisted Instruction, Second Language Learning, Second Language Instruction
Chin-Wen Chien – Issues in Educational Research, 2025
This study investigated 11 Taiwanese elementary school English teachers' designs and implementations of design thinking lessons. The analysis of qualitative data (lesson plans, observations, interviews) and quantitative data (questionnaire) reached the following major findings. Firstly, English teachers considered their design thinking instruction…
Descriptors: Design, Thinking Skills, English (Second Language), Second Language Learning
Chen, Shing-lung; Liu, Yeu-Ting – Interactive Learning Environments, 2023
In the language learning literature, games often deal with foreign language vocabulary, but rarely with learning sentences, and barely with conversations. This study set out to examine the effects of game-based learning on foreign language learners' learning of sentences and discourse-level forms in the following settings: "learning with game…
Descriptors: Second Language Learning, Game Based Learning, Educational Games, Learning Motivation
Kari A. B. Chew; Courtney Tennell – Diaspora, Indigenous, and Minority Education, 2025
This article considers ways Indigenous Peoples enact relational epistemologies in online Indigenous language courses which support Indigenous language education. We give an overview of popular platforms and their key features, including audio, images, video, text-based instruction, and assessment. Based on our reviews of Indigenous language…
Descriptors: Online Courses, Indigenous Populations, Indigenous Knowledge, Second Language Learning
Effectiveness of a Negotiated Syllabus on the Reading Achievement of Intermediate-Level EFL Learners
Khademi, Abdolvahab – SAGE Open, 2022
Few studies have evaluated the effectiveness of a negotiated syllabus on the reading skill of learners. The present study attempts to establish if a negotiated syllabus had any effect on the reading achievement of female EFL learners at intermediate level English proficiency. The study was conducted with the participation of 61 learners placed…
Descriptors: English (Second Language), Second Language Learning, Reading Achievement, Females
Vicent Beltrán-Palanques – TESOL Journal, 2024
Professional and academic communication is changing rapidly due to the evolution of new technologies. In the context of language teaching, this scenario offers possibilities for genre innovation (Hafner & Miller, 2018) while also encouraging teachers' reflection on how to best prepare students for effective communication. To this end, it has…
Descriptors: English for Special Purposes, Second Language Learning, Second Language Instruction, Teaching Methods
Yufeng Qian – Journal of Educational Computing Research, 2025
The effectiveness of generative AI tools in education depends largely on prompt engineering--the practice of designing inputs and interactions that guide AI systems to produce relevant, high-quality outputs. This systematic literature review examines empirical studies published since the release of ChatGPT in late 2022, identifying two broad…
Descriptors: Artificial Intelligence, Technology Uses in Education, Prompting, Engineering
Lexi Xiaoduo Li – Journal of Psycholinguistic Research, 2024
The research aims to enhance the handling of modal verbs (MVs) in EFL textbooks by leveraging perspectives from corpora that include both native speakers' language data and the language data of individuals who are learning the language. To assess the authenticity of language in textbooks, an analysis between the native corpus and a collection of…
Descriptors: Textbook Evaluation, Textbook Content, Design, Native Speakers
Al-Zebdyah, Saeda Waheed Al-Dein – Journal of Curriculum and Teaching, 2022
This study aimed at investigating the English Language Teachers' perspectives toward design thinking and to examine the effect of experience, gender, and qualification factors on their perspectives. The study sample consisted of 135 teachers (64 females, 33 male) from Amman 1 Educational Directorate. The researcher developed a design thinking…
Descriptors: Design, Thinking Skills, Language Teachers, Teacher Attitudes
Chenghao Wang; Xueyun Li – International Journal of Computer-Assisted Language Learning and Teaching, 2025
D-ID Creative Reality Studio (D-ID) is a platform for creating Artificial Intelligence (AI) presenter (digital human) videos, translating videos, and designing conversational agents. D-ID seamlessly integrates deep-learning face animation technology, large language models (LLMs), natural language processing (NLP), and speech synthesis and…
Descriptors: Artificial Intelligence, Design, Video Technology, Animation

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