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Adam Dabrowski; Stuart McLean; Christopher Nicklin – Language Learning & Technology, 2024
Three modes of deliberate vocabulary study were investigated to determine how well they assisted learners' recall of the meaning of target concrete nouns. Two modes of tablet-based augmented reality, one context-independent (AR1) and one context-dependent (AR2), were compared with each other and with paper-based word cards (WC) in the deliberate…
Descriptors: Vocabulary Development, Nouns, Tablet Computers, Computer Simulation
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Yeh, Hui-Chin; Tseng, Sheng-Shiang – Language Learning & Technology, 2020
Augmented reality (AR) technology has been used to successfully improve traditional literacy. However, there has been a paradigm shift in literacy education from traditional literacy to multimodal literacy. Little research has explored how students establish effective multimodal meaning-making using AR technology. This study is an investigation of…
Descriptors: Computer Simulation, Learning Modalities, English (Second Language), Second Language Learning
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Lan, Yu-Ju; Lyu, Bo-Ning; Chin, Chee Kuen – Language Learning & Technology, 2019
This study aimed at enhancing the Mandarin essay writing by learners of Chinese as a second language (CSL) in Singapore by using authentic contexts in Second Life (SL). The participants were students in two classes of eighth graders from a junior high school in Singapore, and the study lasted for 5 weeks. A quasiexperimental design was adopted by…
Descriptors: Mandarin Chinese, Second Language Instruction, Essays, Grade 8
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Guo, Siao-Cing; Lan, Yu-Ju – Language Learning & Technology, 2023
This study aims to investigate the influence of story creation on young EFL learners' reading performance. Action research was adopted to examine the effects of two different story reading projects in a library setting in Taiwan. Each project comprised a group of 19 young EFL learner from Grades 4 to 6 (aged 10-12). The first group's activities…
Descriptors: English (Second Language), Second Language Learning, Second Language Instruction, Computer Simulation
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Chik, Alice – Language Learning & Technology, 2014
The relationship between digital game play and second language (L2) learning is a particularly tricky issue in East Asia. Though there is an emerging presence of Chinese online games, many more young people are playing the English- or Japanese-language versions of the most popular commercial off-the-shelf (COTS) video games. In other words, most…
Descriptors: Foreign Countries, Video Games, Second Language Learning, Educational Technology
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Collentine, Karina – Language Learning & Technology, 2011
This study contributes to the research on learner autonomy by examining the relationship between Little's (1991) notions of "independent action" and "decision-making", input, and L2 production in computer-assisted language learning (CALL). Operationalizing "independent action" and "decision-making" with Dam's (1995) definition that focuses on…
Descriptors: Second Language Learning, Computer Assisted Instruction, Educational Technology, Decision Making
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Purushotma, Ravi – Language Learning & Technology, 2005
As often as language teachers lecture about the importance of continual practice to adolescent learners, the dullness of homework exercises designed primarily to be educational has difficulty competing with popular media designed solely to be entertaining. Recently, numerous attempts have been made to develop "edutainment" titles that seek to…
Descriptors: Video Games, Student Motivation, Educational Technology, Second Language Instruction