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Chung, Rhonda; Cardoso, Walcir – Research-publishing.net, 2022
This study reports on the development of "Parlure Games" and explores its pedagogical affordances. "Parlure Games" is a multi-dialectal listening and decolonial conversation tool created to address the absence of variable speech (including speech markers associated with native speaker status, regional dialect, age, and race)…
Descriptors: Computer Assisted Instruction, Second Language Learning, French, Adult Students
Cheng, Li – Research-publishing.net, 2022
This paper reports a study in a technology-assisted Chinese teaching context where one major teaching objective is to encourage international students to participate in speech contests with the theme of 'Tell China, Tell Your Stories'. Results showed that through four weeks' preparation, all the students had a more robust method for presentation…
Descriptors: Foreign Students, Chinese, Second Language Learning, Video Technology
El Ebyary, Khaled; Shabara, Ramy; Abdelaty, Yara – Research-publishing.net, 2022
This study aimed to investigate how the enforced online language teaching operated in a limited resource context, i.e. Egypt. Based on the Technology Acceptance Model (TAM), a nation-wide survey examined how 258 language teachers perceived the sudden move to remote online teaching and whether such perceptions had an impact on their readiness and…
Descriptors: Electronic Learning, Language Teachers, Teacher Attitudes, Educational Technology
Ward, Monica – Research-publishing.net, 2020
This paper looks at Computer Assisted Language Learning (CALL) in the primary school setting and the problems, possibilities, and potential associated with this context. CALL normalisation is a key feature of successful CALL usage. This paper looks at CALL normalisation in the primary school context through three different lenses: Leakey's (2011)…
Descriptors: Computer Assisted Instruction, Second Language Learning, Elementary School Students, Irish
Rosell-Aguilar, Fernando – Research-publishing.net, 2021
This piece looks at the use of Twitter to share good practice among education professionals responding to the so-called 'pivot online': the sudden shift to online learning necessitated by the spread of the Coronavirus pandemic. It presents a general overview on how Twitter provided a source of advice, ideas, and resources and how teachers shared…
Descriptors: COVID-19, Pandemics, Social Media, Telecommunications
Baldwin, Richard; Ruhtenberg, Tobias – Research-publishing.net, 2022
This chapter outlines the use of interactive textbooks or tutorials in the form of iBooks that were developed as a major output of the proPIC project. All of these iBooks can also be retrieved on the accompanying project website. Interactive textbooks or tutorials are documents, software, or other media digitally created for the purpose of…
Descriptors: Electronic Publishing, Interaction, Textbooks, Educational Technology
Papin, Kevin; Cardoso, Walcir – Research-publishing.net, 2022
This paper examines the impact of self-directed pronunciation practice using "Google Translate" (GT) on the acquisition of French liaison (the production of latent consonants when they appear in consonant-vowel contexts across words: /z/ in le/za/mis 'the friends'). Second-language (L2) French learners completed homework activities on GT…
Descriptors: French, Second Language Learning, Translation, Pronunciation
McLean, Emina – Research-publishing.net, 2022
Docklands Primary School opened its doors in Melbourne in January 2021. In this case study, Emina McLean, Head of English, describes how Sounds-Write was implemented in Foundation to Year 2 in the middle of the pandemic. Despite four lockdowns forcing periods of online teaching, various standardised tests show 80% of students on average meeting or…
Descriptors: Foreign Countries, COVID-19, Pandemics, School Closing
Madden, Oneil N. – Research-publishing.net, 2022
Gamification is a method used to engage and motivate students virtually during the coronavirus pandemic. This paper reports on the use of Kahoot! as a review tool in French as a foreign language (L2) classes at Northern Caribbean University (NCU), Jamaica, as a means of formative assessment. Using the exploratory approach, it seeks to highlight…
Descriptors: Student Attitudes, Educational Games, French, Second Language Learning
Nguyen, Dinh Thien Bao – Research-publishing.net, 2022
While previous studies have established the significance of CALL (Computer-Assisted Language Learning) in language education, the extent to which CALL influences language teachers' well-being and their professional development has not yet been fully understood. This echoes Dörnyei's (2018) argument that although language teachers are the most…
Descriptors: Language Teachers, Computer Assisted Instruction, Second Language Instruction, Foreign Countries
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
Zipf, Jessica – Research-publishing.net, 2019
This paper describes the initial stages of a project which seeks to develop a language learning game for Italian running a deep linguistic grammar at its backend for fine-grained error detection. The grammar is designed within the grammatical framework of Lexical Functional Grammar (LFG). The project aims to bring together work from different…
Descriptors: Italian, Computer Assisted Instruction, Educational Technology, Second Language Learning
Mullen, Martin – Research-publishing.net, 2021
Although smartphones have become normalised in people's everyday behaviours, they remain under-exploited from a language learning perspective. This paper describes a study in an Irish university which explored the nature and extent of language learners' existing use of smartphones for informal learning purposes through a survey, a case study, and…
Descriptors: Telecommunications, Handheld Devices, Educational Technology, Technology Uses in Education
Sissoko, Fanny; Bédi, Branislav – Research-publishing.net, 2021
This article presents results from a human-centred approach study to designing a mobile app TALAÐU!, which aims at assisting learners of Icelandic as a second language (L2) with spoken language practice. The main goal of the app would be to encourage learners to have real-life conversations with Icelandic speakers by accomplishing conversational…
Descriptors: Student Needs, Needs Assessment, Speech Communication, Indo European Languages
Sadoux, Marion – Research-publishing.net, 2021
This paper explores the way in which the Modern Languages team at the Oxford University Language Centre (OULC) sought to embrace the challenges of switching to a remote mode of teaching in the third term of 2019-20 as an opportunity to develop new ways of designing and delivering language courses for a flexible and hybrid future. It seeks to make…
Descriptors: Foreign Countries, Second Language Instruction, Distance Education, COVID-19