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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
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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
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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
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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
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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
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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
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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
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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
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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
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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
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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
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Angxuan Chen; Yuyue Zhang; Jiyou Jia; Min Liang; Yingying Cha; Cher Ping Lim – Journal of Computer Assisted Learning, 2025
Background: Language assessment plays a pivotal role in language education, serving as a bridge between students' understanding and educators' instructional approaches. Recently, advancements in Artificial Intelligence (AI) technologies have introduced transformative possibilities for automating and personalising language assessments. Objectives:…
Descriptors: Artificial Intelligence, Technology Uses in Education, Computer Assisted Testing, Language Tests
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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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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
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Xiaoshu Xu; Wilson Cheong Hin Hong; Yunfeng Zhang; Haiyan Jiang; Jia Liu – Innovations in Education and Teaching International, 2024
This study designed and pilot-tested a learning path in Personal Learning Environments (PLEs) to facilitate learners' Self-regulated Learning. 122 postgraduates who joined an International English Language Testing System (IELTS) course at a comprehensive university in China were evenly divided into two groups. The experimental group used PLEs with…
Descriptors: Educational Environment, Self Management, Learning Strategies, Graduate Students
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