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Yalun Zhou; Rahul Divekar – TechTrends: Linking Research and Practice to Improve Learning, 2025
The integration of design thinking with extended reality (XR) and artificial intelligence (AI) offers transformative potential for second language (L2) learning by providing immersive, interactive, and personalized experiences. Despite significant advancements in XR and AI technologies, their practical integration within formal language education…
Descriptors: Second Language Learning, Second Language Instruction, Artificial Intelligence, Computer Simulation
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Jianming Feng; Thosporn Sangsawang – Turkish Online Journal of Educational Technology - TOJET, 2023
The objectives of this study were to: (1) investigate the efficiency of information technology according to the ADDIE model on English subjects to Shunde Polytechnic students in China, (2) compare students' achievements before and after learning through information technology according ADDIE model on English subject for enhance learning…
Descriptors: Foreign Countries, Models, English (Second Language), Second Language Instruction
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Elaish, Monther M.; Shuib, Liyana; Hwang, Gwo-Jen; Ghani, Norjihan Abdul; Yadegaridehkordi, Elaheh; Zainuddin, Siti Zaidah – Computer Assisted Language Learning, 2023
Technology-mediated learning has become a valuable tool, especially in the English language classroom. Nowadays, mobile learning is considered a significant educational tool for promoting education among learners. Several recent studies have attempted to examine different aspects of mobile learning. The size of the experimental group, and the…
Descriptors: Computer Assisted Instruction, Second Language Learning, Second Language Instruction, English (Second Language)
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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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Rubio, Antonio Daniel Juan; Conesa, Isabel María García – Journal of Language and Linguistic Studies, 2022
In recent years, the rapid growth of information and communication technologies and social networks has radically changed our lives. The digital revolution has had a positive impact on all areas of society, especially in education, allowing students to improve their communication and language skills. Today, knowledge is on the web and teachers are…
Descriptors: Foreign Countries, English (Second Language), Second Language Instruction, Educational Technology
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Süer, Sedef; Karagül, Arzu – International Journal of Psychology and Educational Studies, 2023
The aim of this study is to determine and describe the features of innovative teachers from the perspective of pre-service teachers. For this purpose, this study took a qualitative approach and included 139 pre-service teachers studying at the 1st, 2nd, 3rd, and 4th grades in the English Language and German Language Teaching Departments in the…
Descriptors: Preservice Teachers, Educational Innovation, Figurative Language, Student Attitudes
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Baranwal, Divya – Pedagogical Research, 2022
Language learning has dramatically influenced the extensiveness of web-based learning, AI applications, smart content, personalized tutoring systems, virtual facilitators. This paper aims to review the empirical evidence on the application of intelligent agents in English learning to define the future research perspectives of Teachable…
Descriptors: Second Language Learning, English (Second Language), Second Language Instruction, Artificial Intelligence
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Cheng, Ya-Wen; Wang, Yuping; Yang, Yu-Fen; Yang, Zih-Kwan; Chen, Nian-Shing – Computer Assisted Language Learning, 2021
This study aims to design an authoring system of robots and IoT-based toys for creating a scenario-based interactive learning environment for young English as a Foreign Language learners. This study adopts a design-based research approach to investigate the pedagogical needs, the critical features and usability of such a authoring system. Twelve…
Descriptors: Robotics, Design, Toys, Teaching Methods
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Oh, Eun Young; Song, Donggil – Educational Technology Research and Development, 2021
This developmental research aims to (1) examine the design and developmental process, (2) investigate the nature and structure of the application, and (3) analyze the results of expert reviews and usability tests. Twenty-five participants, including a developer, an instructional designer, Korean language educators, educational technology…
Descriptors: Computational Linguistics, Identification, Audio Equipment, Man Machine Systems
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Chaka, Chaka – MEXTESOL Journal, 2021
There has been a growing number of reviews of mobile language learning (MLL) conducted on various aspects of this field of study over the last two decades. However, unlike in other fields, there is a paucity of overviews of reviews that assess and integrate findings from multiple reviews, and that compare and contrast such findings, or establish…
Descriptors: Second Language Learning, Telecommunications, Handheld Devices, English (Second Language)
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Erümit, Ali Kürsat; Çetin, Ismail – Education and Information Technologies, 2020
The aim of this study is to examine adaptation elements and Intelligent Tutoring System (ITS) elements used in Adaptive Intelligent Tutoring Systems (AITSs), using meta-synthesis methods to analyze the results of previous research. Toward this end, articles appearing in the Web of Science, Google Scholar, Eric and Science Direct databases in 2000…
Descriptors: Intelligent Tutoring Systems, Educational Technology, Design, Information Technology
Corbett, John – Multilingual Matters, 2022
This is a thoroughly revised, updated and expanded edition of a practical introduction to intercultural education for teachers of English as a second language. It provides a concise summary of the intellectual and pedagogical traditions that have shaped intercultural language education, from ethnography to critical pedagogy and cultural studies.…
Descriptors: Intercultural Communication, Second Language Learning, Second Language Instruction, English (Second Language)
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Montebello, Matthew, Ed. – IGI Global, 2021
Education has undergone numerous radical changes as the digital era has transformed the way we as humans communicate, inform ourselves, purchase goods, and perform other mundane chores at home and at work. Social media is one of those phenomena that has affected not only society at large but has heavily influenced educational processes around the…
Descriptors: Educational Change, Educational Trends, Technology Uses in Education, Social Media
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Verch, Angelika; Nissen, Elke – Canadian Journal of Learning and Technology, 2020
Flipped classrooms have become a widespread form of pedagogical setting, yet there is no consensus on how to define flipped language learning. Several authors consider the use of videos that prepares in-class activities as an essential component. The study presented in this article examined the actual roles of videos in a corpus of 52 second…
Descriptors: Video Technology, Technology Uses in Education, Flipped Classroom, Second Language Instruction
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Engeness, Irina – European Journal of Teacher Education, 2021
Digitalisation provides valuable opportunities for learning; however, it imposes demands on teachers. Teachers are expected not only to be profound users of educational technologies but also to engage in the design of digital environments such as online courses, learning management systems, and mobile applications. This article argues that…
Descriptors: Educational Technology, Technology Uses in Education, Assignments, Design
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