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Showing 1 to 15 of 36 results Save | Export
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Ali Karakas – RELC Journal: A Journal of Language Teaching and Research, 2024
This paper evaluates Voki, a digital platform for creating speaking avatars, in the context of Global Englishes Language Teaching (GELT). It firstly outlines the benefits of using animated characters in online tools to personalize language lessons and engage students. As a web-based application, Voki offers various customization options, including…
Descriptors: English (Second Language), Second Language Learning, Second Language Instruction, Language Variation
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Saman Ebadi; Hanieh Azizimajd – Education and Information Technologies, 2024
This study reports the results of a mixed-methods investigation on the impact of task-based speaking practices using the Clubhouse application outside the classroom on EFL learners' oral fluency and willingness to communicate (WTC). Sixty upper-intermediate EFL learners were divided into experimental and control groups practicing speaking skills…
Descriptors: English (Second Language), English Language Learners, Handheld Devices, Computer Software
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Hee Jin Bang; Eric Setoguchi; Alison Mackey; Akiko Fujii – Studies in Second Language Acquisition, 2024
Digital educational game-based apps can be effective in helping young children develop language skills, particularly when paired with formal instruction. However, we need to know more about how educational games benefit learning in the absence of formal instruction, given children's proficiency with and willingness to use mobile devices anytime,…
Descriptors: Foreign Countries, Second Language Learning, Second Language Instruction, Computer Software
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Maria Antonina Obojska; Potheini Vaiouli – International Journal of Multilingualism, 2025
Recent research shows that transnational families draw on digital media in their language learning. However, little systematic knowledge exists on the nature of these practices, the tools used, and the families' views regarding digital media use for language learning. This article addresses this knowledge gap, presenting the results of an online…
Descriptors: Family Relationship, Multilingualism, Language Usage, Information Technology
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Gao, Ya; Pan, Lin – Language Learning Journal, 2023
Mobile-assisted language learning is a growing feature of contemporary language learning, and their distinct gamification design produces new and increasingly popular contexts for language learning. This paper explores the gamification features of the two most popular EFL vocabulary learning applications widely used by Asian learners --…
Descriptors: English (Second Language), Second Language Learning, Second Language Instruction, Computer Assisted Instruction
Grace Hui Chin Lin – Online Submission, 2024
This research was conducted in a National University of western part in Taiwan. It guided students to select language learning games of language learning (Amur et al. (2024; Huang & Liaw, 2021; Srinivasan & Reddy 2023) on Facebook or other websites to improve English Language proficiencies in listening, speaking reading and writing. Below…
Descriptors: English (Second Language), Second Language Learning, Second Language Instruction, Artificial Intelligence
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Wang, Fu Lee; Zhang, Ruofei; Zou, Di; Au, Oliver Tat Sheung; Xie, Haoran; Wong, Leung Pun – Knowledge Management & E-Learning, 2021
In recent years, mobile applications (apps) have been increasingly used and investigated as a vocabulary learning approach. Despite the extensive use of commercial English as a Foreign Language (EFL) vocabulary learning apps in China, there is a lack of a review of these apps for a systematic understanding of the components and usefulness of…
Descriptors: Vocabulary Development, Second Language Learning, Second Language Instruction, English (Second Language)
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Štefková, Jaroslava; Danihelová, Zuzana – Advanced Education, 2023
These days, languages at non-philological universities are becoming an important tool of internationalization. However, language classes seem to be an additional subject to the obligatory technical subjects, and they are not given enough space in the technical study portfolios. Therefore, CLIL (Content and Language Integrated Learning), which…
Descriptors: Teacher Attitudes, Teaching Methods, Second Language Learning, Second Language Instruction
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Li, Rui; Meng, Zhaokun; Tian, Mi; Zhang, Zhiyi; Xiao, Wei – Computer Assisted Language Learning, 2021
Although digital game-based vocabulary learning (DGBVL) has attracted considerable attention, factors attributing to the facilitative effects of DGBVL have not yet been satisfactorily understood. To this end, under the theoretical framework of flow theory, this study investigates the effects of flow experiences on Chinese…
Descriptors: Second Language Learning, Second Language Instruction, English (Second Language), Feedback (Response)
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Ma. Mercedes T. Rodrigo; Jaclyn Ocumpaugh; Walfrido David Diy; Monica Moreno; Marco De Santos; Nigel Cargo; Jose Lacson; Daniel Santos; Danna Aduna; Jose Isidro Beraquit; Rex Bringula; Marie Rianne M. Caparros; Anne Tan Choi; Steve Ladan; Jaclyn Lim; Dominique Marie Antoinette Manahan; Jhoanna Michelle G. Paterno; Kristine Saturinas; Emily Tabanao; Christine Tablatin; Jo Torres; Kaska Porayska-Pomsta; Ibukun Olatunji; Rose Luckin – Computer-Based Learning in Context, 2019
Filipino learners' lack of English language proficiency is a major barrier to higher education opportunities and participation in high-value industries. Computer-based learning systems have the potential to increase educational quality, equity, and efficacy in the Global South. However, a key challenge is to design systems that are developmentally…
Descriptors: Foreign Countries, English (Second Language), Second Language Learning, Computer Games
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Önal, Nezih; Çevik, Kerim Kürsat; Senol, Veysel – Interactive Learning Environments, 2022
The aim of this study is to demonstrate effectiveness of mobile game called SOS Table in the context of the subject "Tenses in English" within the framework of mobile learning tools acceptance, learning language motivation and mobile learning attitude of the students. The target group of the research consists of preparatory class…
Descriptors: Telecommunications, Handheld Devices, Computer Games, Teaching Methods
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Thekes, Istvan – International Journal of Technology in Education, 2021
Examining the relationship between technology and the success of language acquisition and the integration of technology into language instruction has been around of a long time by now. The development of technology can essentially change how languages are taught. Nevertheless, it is only in the last few years that the road has opened up for new…
Descriptors: Second Language Learning, Second Language Instruction, Computer Assisted Instruction, Computer Software
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Yürük, Nurcihan – Journal of Educational Technology and Online Learning, 2019
Games or gamified activities blended with traditional ways of teaching can be implemented as a useful strategy in foreign language classrooms. Gamification as a novel pedagogical approach offers opportunities in accordance with game elements and techniques that can be applied in nongame context like classroom. This study is about an online free…
Descriptors: Second Language Learning, Second Language Instruction, Teaching Methods, Student Attitudes
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Kohnke, Lucas – International Journal of Computer-Assisted Language Learning and Teaching, 2020
In recent years, the widespread growth of mobile-assisted language learning using apps has made English vocabulary learning increasingly accessible. This study investigated students' perceptions of a vocabulary learning app developed by the researcher as a tool to help them to improve their L2 receptive vocabulary. The app, containing 20 levels,…
Descriptors: Vocabulary Development, English (Second Language), Second Language Learning, Second Language Instruction
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Korkmaz, Sezen; Öz, Hüseyin – International Online Journal of Education and Teaching, 2021
With the advent of technology over the past decade, teachers have started to incorporate live games into second or foreign language (L2) teaching to create an active learning environment and thus keep learners engaged in learning tasks. The present study reports on the findings of an investigation into the impact of the online "Kahoot!"…
Descriptors: Computer Software, Teaching Methods, Second Language Learning, Second Language Instruction
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