Publication Date
In 2025 | 3 |
Since 2024 | 16 |
Since 2021 (last 5 years) | 26 |
Since 2016 (last 10 years) | 29 |
Since 2006 (last 20 years) | 53 |
Descriptor
Educational Technology | 70 |
Language Acquisition | 70 |
Second Language Learning | 29 |
Technology Uses in Education | 23 |
Teaching Methods | 21 |
Computer Assisted Instruction | 17 |
Foreign Countries | 17 |
English (Second Language) | 16 |
Electronic Learning | 15 |
Second Language Instruction | 12 |
Computer Oriented Programs | 9 |
More ▼ |
Source
Author
Abid, Adnan | 1 |
Aedo, I. | 1 |
Anke Lüdeling | 1 |
Appel, Christine | 1 |
Ataizi, Murat | 1 |
Barnes, Kieran | 1 |
Belle Li | 1 |
Benjamin L. McMurry | 1 |
Bettencourt, Michael | 1 |
Black, Emma | 1 |
Bland, Michelle | 1 |
More ▼ |
Publication Type
Education Level
Location
Hong Kong | 2 |
Spain | 2 |
Turkey | 2 |
United Kingdom (England) | 2 |
Canada | 1 |
China | 1 |
European Union | 1 |
Germany | 1 |
Hungary | 1 |
Indonesia | 1 |
Ireland | 1 |
More ▼ |
Laws, Policies, & Programs
Assessments and Surveys
What Works Clearinghouse Rating
Ibrahim Halil Topal – The EUROCALL Review, 2024
Vocabulary is an essential component in language learning. In addition to its relationship with other language skills, such as pronunciation (form), reading (meaning), and grammar (use), vocabulary is required for language proficiency. In parallel, language learners must be equipped with specific amounts of vocabulary to comprehend texts of…
Descriptors: Vocabulary Development, Educational Technology, Technology Uses in Education, Computer Oriented Programs
Eva Fidia Lestari; Masagus Firdaus; Hanni Yukamana – Journal of English Teaching, 2024
The pandemic has affected many aspects of our lives including education and that has caused the Government to provide alternative teaching methods and make recommendations for online learning. Since smartphones and laptops using the internet are the only tools for learning, students are increasingly playing online games and being exposed to…
Descriptors: Grade 7, Computer Games, Video Games, Game Based Learning
Lu Yang; Rui Li – Journal of Educational Computing Research, 2024
While studies of contextualized game-based language learning (CGBLL) have to date gained a growing scholarly interest, there is still a lack of systematic review synthesizing its research trends regarding theoretical foundations, learning contexts, research foci and findings. To address the gap, this study collected data from the Web of Science…
Descriptors: Game Based Learning, Second Language Learning, Teaching Methods, Language Acquisition
Belle Li; Curtis J. Bonk; Xiaojing Kou – International Journal of Computer-Assisted Language Learning and Teaching, 2023
ChatGPT's ability to realistically mimic human conversation and its high level of ability to handle linguistic ambiguity opens new and exciting avenues in language learning. Building upon the technical affordances of ChatGPT, this study explores the perceptions of educational affordances when incorporating ChatGPT across languages discussed by…
Descriptors: Language Acquisition, Second Language Learning, Artificial Intelligence, Audiovisual Aids
Joko Slamet; Nur Mukminatien – LEARN Journal: Language Education and Acquisition Research Network, 2024
Traditional methods of assessing listening skills in language learners suffer from drawbacks such as subjectivity, inconsistency, and time-intensive grading processes. To overcome these limitations, we introduce an innovative assessment instrument designed to efficiently and effectively evaluate students' listening skills while offering…
Descriptors: Listening Skills, Learning Management Systems, Measurement Techniques, Educational Technology
Daniel Hobson Dixon – ProQuest LLC, 2022
This dissertation provides an in-depth linguistic description and analysis of the discourse in a target domain of digital games, a domain referred to as "single player offline role-playing games." Gaming discourse from this domain is represented by a 4.8-million-word corpus of spoken and written language extracted from the digital files…
Descriptors: Language Usage, Electronic Learning, Video Games, Discourse Analysis
Hernandez, James Jeremy – ProQuest LLC, 2023
This qualitative study aimed to examine ways young children practice social skills and use language while playing the digital game Roblox in pairs, using a single electronic device, as framed through Vygotsky's Socio-cultural theory of learning. Roblox is a sandbox-style game comprising several mini-games, such as hide-and-seek simulators and…
Descriptors: Educational Technology, Video Technology, Game Based Learning, Grade 2
Enzo Simonnet; Mathieu Loiseau; Élise Lavoué – Journal of Computer Assisted Learning, 2025
Background: Vocabulary learning is an essential dimension of foreign language learning. The learners have a huge responsibility in this task. Among other factors, time constraints and an overall lack of maintained motivation on the part of students makes it especially challenging. Consequently, improving vocabulary learning requires strategies to…
Descriptors: Vocabulary Skills, Technology Uses in Education, Educational Technology, Motivation
Ibrahim Yasar Kazu; Murat Kuvvetli – Asian Journal of Education and Training, 2024
The purpose of this research is to evaluate the effectiveness of Duolingo's game-based methodology in improving speaking proficiency within mobile language learning, while also examining the specific attributes and strategies contributing to its success and exploring implications for language education and learner optimization. Given the growing…
Descriptors: Handheld Devices, Second Language Learning, Computer Oriented Programs, Language Fluency
Carmen Durham; Loren Jones – Educational Technology & Society, 2024
Technology continually changes day-to-day interactions, and emergent bilingual learners often multitask, using several digital tools, at times simultaneously, to communicate and learn. Students may text, post on social media, and listen to music as they complete their work. Studies have examined the affordances of technology for language learning,…
Descriptors: Bilingual Students, Time Management, Executive Function, Cooperative Learning
Kun Wang – International Journal of Web-Based Learning and Teaching Technologies, 2024
The rapid rise of information technology has popularized learning diagnostic systems in education, particularly in college English teaching. These systems boost teaching quality and enable precise instruction. This study delves into precision teaching in college English with two English major classes. Teaching experiments used data from the system…
Descriptors: College English, Learning Analytics, Precision Teaching, Diagnostic Teaching
Theophile Owona Awana – ProQuest LLC, 2021
In this qualitative study, I explored the activities and/or strategies used by international undergraduate students at junior and senior levels to mitigate the dual barriers of using a Learning Management System in an academic setting and English for Academic Purposes in a United States southwestern university. Five international undergraduate…
Descriptors: Undergraduate Students, Language Acquisition, College Seniors, College Students
Milena Kuehnast; Konstantin Schulz; Anke Lüdeling – Cogent Education, 2024
The present paper evaluates the processes of reading acquisition in Latin from the component-skills approach and discusses how advances in reading in modern foreign languages could be adapted to the specific needs of Latin as a historical language. Compared to the holistic and socially embedded approaches to modern foreign language acquisition,…
Descriptors: Latin, Second Language Learning, Reading Skills, Intelligent Tutoring Systems
David A. Cypriano – ProQuest LLC, 2024
Recent advances in mobile technologies have prompted their investigation as tools for language learning. Mobile-assisted language learning (MALL) offers the advantage of flexible language support, enabling learners to choose when and where they learn and the methods that suit them. The constant connectivity of modern mobile phones allows learners…
Descriptors: Foreign Countries, Handheld Devices, Telecommunications, Technology Uses in Education
Mengsiying Li; Tai Wang – Education and Information Technologies, 2024
Began with Computer-Assisted Language Learning (CALL) in the 1960s and extended to the widespread use of various Mobile-Assisted Language Learning (MALL) tools in education, language learning has embraced technology early on, achieved noticeable results, and found extensive practical use. However, due to the challenges in accessing user data from…
Descriptors: Learning Strategies, Language Acquisition, Computer Oriented Programs, Educational Technology