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Yong Zeng – ProQuest LLC, 2023
This dissertation delves into the pedagogical implications of handheld/mobile game features on EFL learners' vocabulary learning outcomes. The research is segmented into two comprehensive studies. The first study, a systematic review spanning from 2011 to July 2022, scrutinizes empirical research detailing the correlation between various game…
Descriptors: Educational Technology, Handheld Devices, Game Based Learning, English (Second Language)
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
Jon-Chao Hong; Kai-Hsin Tai; Tzu-Yu Tai – Journal of Computer Assisted Learning, 2024
Background: This study was motivated by the need to enhance Mandarin learning through embodied interactions and physical engagement methods. While most studies confirm the positive effects of touchscreen devices on learning, mixed findings suggest a need for more engaging methods. This research addresses these gaps by exploring the benefits of…
Descriptors: Electronic Learning, Computer Oriented Programs, Audience Response Systems, Second Language Learning
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
Bhide, Adeetee; Luo, Wencan; Vijay, Nivita; Perfetti, Charles; Wang, Jingtao; Maries, Adrian; Nag, Sonali – Reading and Writing: An Interdisciplinary Journal, 2019
Previous research with alphasyllabaries has shown that children struggle with akshara that have two or more consonants, known as complex akshara. We developed a mobile game that teaches 4th grade children Hindi decoding skills, with an emphasis on complex akshara. All of the children were second language learners of Hindi. There were two versions…
Descriptors: Indo European Languages, Second Language Learning, Decoding (Reading), Educational Games
Taskiran, Ayse – E-Learning and Digital Media, 2019
Today, educational practices are being designed and varied due to advance of millennium generation who tend to use mobile technologies in every aspect of their lives. Accordingly, growing interest towards mobile learning in education brings several opportunities and advantages for English as foreign language teachers and learners. Augmented…
Descriptors: Computer Simulation, Educational Technology, Technology Uses in Education, Telecommunications
Suki, Norazah Mohd; Suki, Norbayah Mohd – Technology, Knowledge and Learning, 2019
This study examines the structural relationships at work when embedding role-play games in a class for Japanese language proficiency. It does so by applying the Technology Acceptance Model, and the Unified Theory of Acceptance and Usage of Technology as its guiding principles. The setting was a Malaysian public university and the subjects, 200…
Descriptors: Role Playing, Educational Games, Video Games, Teaching Methods
Adrian Curaj; Cezar Hâj; Cosmin Holeab; Irina Geanta; Alina Iura; Dorin Cote?; Oana ?în?ar – European Union, 2025
The present report overseen by the Executive Agency for Higher Education, Research, Development and Innovation Funding (UEFISCDI) on behalf of the European Commission and the European Education and Culture Executive Agency as part of the contract for the implementation of the European Digital Education Hub, is the third report in a series…
Descriptors: Foreign Countries, Educational Innovation, Electronic Learning, Educational Practices
Yang, Fang-Chuan Ou; Wu, Wen-Chi Vivian; Wu, Yi-Ju Ariel – International Journal of Distance Education Technologies, 2020
The Test-of-English-for-International-Communication (TOEIC) is an important proficiency test for achieving the benchmark of future employment for English language learners worldwide. However, game-based apps for acquiring TOEIC vocabulary have remained scarce. Therefore, an empirical study was conducted to examine the effects of the self-developed…
Descriptors: English (Second Language), Second Language Learning, Vocabulary Development, Telecommunications
Sehan, Zainurrahman – Journal of Language and Linguistic Studies, 2018
The teaching of English to non-native English Young Learners requires more attempts rather than teaching learners in older ages. Nowadays, technology has offered many benefits for EYL teachers. Technology, in one side, is helpful instrument for the teachers in dealing with EYL. In the other side, easiness offered by technology may bring…
Descriptors: College Students, English (Second Language), Second Language Learning, Teaching Methods
Chun, Dorothy M. – Educational Technology & Society, 2019
Based on my role as Editor in Chief of the journal Language Learning & Technology since 2000 and on my experiences as a technology-enhanced language learning (TELL) researcher, developer and teacher, I will provide an overview of recent cutting-edge research on the uses of technologies for second language teaching and learning. I suggest that…
Descriptors: Computer Assisted Instruction, Second Language Instruction, Second Language Learning, Educational Technology
Ibrahim, Karim – International Journal of Game-Based Learning, 2018
This article describes how the literature on game-based foreign language (FL) learning has demonstrated that player-game interactions have a strong potential for FL learning. However, little is known about the fine-grained dynamics of these interactions, or how they could facilitate FL learning. To address this gap, the researcher conducted a…
Descriptors: Educational Games, Educational Technology, Technology Uses in Education, Second Language Learning
Loiseau, Mathieu; Hallal, Racha; Ballot, Pauline; Gazidedja, Ada – Research-publishing.net, 2016
In this paper, we present a learning game designed according to a strategy focusing on favouring the learners' "playful attitude". The game's modalities pertain to what we might call "guessing games". The chosen avatar of such guessing games both exists as learning and Commercial Off The Shelf (COTS) board games. We explain in…
Descriptors: Educational Games, Technology Uses in Education, Educational Technology, Second Language Learning
Reinders, Hayo; Wattana, Sorada – ReCALL, 2015
The possible benefits of digital games for language learning and teaching have received increasing interest in recent years. Games are said, amongst others, to be motivating, to lower affective barriers in learning, and to encourage foreign or second language (L2) interaction. But how do learners actually experience the use of games? What impact…
Descriptors: Educational Games, Educational Technology, Teaching Methods, Student Attitudes
Yükseltürk, Erman; Altiok, Serhat; Baser, Zeynep – Educational Technology & Society, 2018
The present study investigates the effects of game-based language learning with Kinect technology on students' self-efficacy beliefs and attitudes toward English. The study was conducted at a state university located in Central Turkey. Foreign language education is promoted in Turkey, yet because of several factors, among which weekly hours of…
Descriptors: Foreign Countries, Second Language Learning, English (Second Language), Educational Games