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Ebadi, Saman; Amini, Zhila; Gheisari, Nouzar – Smart Learning Environments, 2023
Mobile-based extramural English (EE) activities, including watching movies, playing digital games, and listening to music outside the classroom, have played an important role in increasing learners' interest in English as a foreign language (EFL). This mixed-method design study aimed to investigate the role of EE activities in the vocabulary…
Descriptors: English Language Learners, English (Second Language), Relationship, Handheld Devices
Ayyüce Kurt Dizbay; Füsun Gülderen Alacapinar – Journal of Educators Online, 2024
This research investigated the effect of the use of mobile-assisted digital content on students' English lesson achievement. This study employed a quasi-experimental design with a pretest and posttest given to both an experimental group and a control group. The study consisted of 29 9th Grade students at a public school in Turkey. The pretest was…
Descriptors: Handheld Devices, Telecommunications, High School Students, Public Schools
Katemba, Caroline V.; Sinuhaji, Grace V. – International Journal of Game-Based Learning, 2021
The teaching of vocabulary is essential in the world of teaching English as a foreign language (EFL). EFL learners have problems in learning vocabulary. To attract the students' attention, the teachers should have adequate teaching methods. One of the teachers' efforts to engage the students is by applying ESA (engage, study, and activate) through…
Descriptors: Foreign Countries, Second Language Instruction, English (Second Language), Teaching Methods
Chen, Chih-Ming; Liu, Huimei; Huang, Hong-Bin – ReCALL, 2019
Many studies have demonstrated that vocabulary size plays a key role in learning English as a foreign language (EFL). In recent years, mobile game-based learning (MGBL) has been considered a promising scheme for successful acquisition and retention of knowledge. Thus, this study applies a mixed methodology that combines quantitative and…
Descriptors: Foreign Countries, Second Language Learning, English (Second Language), Educational Games
Liman Kaban, Aysegül; Karadeniz, Sirin – SAGE Open, 2021
The young generation, born into digital technologies and called Millennials or the Y-Generation, are raised in a world where everybody has a computer in their pockets (Hamari et al., 2014), and they are constantly engaged in digital activities. However, research on the impact of digital devices on learners' educational performance and motivation…
Descriptors: Foreign Countries, Elementary School Students, Grade 6, Reading Comprehension
Çakmak, Fidel; Erçetin, Gülcan – ReCALL, 2018
This study investigates the effects of multimedia glosses on text recall and incidental vocabulary learning in a mobile-assisted L2 listening task. A total of 88 participants with a low level of proficiency in English were randomly assigned to one of four conditions that involved single channel (textual-only, pictorial-only) and dual-channel…
Descriptors: Telecommunications, Handheld Devices, Second Language Learning, Second Language Instruction
Nikolou, Stamatina; Darra, Maria – International Education Studies, 2018
The main objective of this study is to explore how podcasting can be implemented as a supportive technological tool in teaching English as a Second Language. To this aim, the field experiment research was conducted. The study was carried out in a total of 28 pupils of the first grade of high school at an educational institution on Rhodes, Greece…
Descriptors: Handheld Devices, Audio Equipment, Information Dissemination, Secondary Education
Ma'azi, Halaleh; Janfeshan, Kamran – Cogent Education, 2018
The primary purpose of this study was to explore the effect of Edmodo social learning network on Iranian learners' writing skill. It also attempted to find out students' attitudes toward Edmodo. Forty participants were randomly divided into two experimental and control groups. For both groups, at first a test of writing as a pre-test was run to…
Descriptors: Foreign Countries, Social Networks, Social Media, Computer Uses in Education
Sun, Jerry Chih-Yuan; Hsieh, Pei-Hsun – Educational Technology & Society, 2018
This study combined the gamification element and an interactive response system (IRS) in the development of a gamified IRS, and examined its effects on the intrinsic and extrinsic motivation, engagement, and attention of junior high school students when learning English. The quasi-experimental research method comprised the scales for measuring…
Descriptors: Educational Games, Audience Response Systems, Learning Motivation, Learner Engagement
Naderi, Naderi; Akrami, Azam – International Journal of Instruction, 2018
The study aimed at investigating the effect of instruction through telegram groups on the learners' reading comprehension. Moreover, it investigated that whether there is any difference between two genders of the experimental groups in reading comprehension ability. For this purpose, 147 subjects were selected. To homogenize them, a standard…
Descriptors: English (Second Language), Second Language Instruction, Reading Comprehension, Educational Technology
Sun, Zhong; Lin, Chin-Hsi; You, Jiaxin; Shen, Hai jiao; Qi, Song; Luo, Liming – Computer Assisted Language Learning, 2017
Most students of English as a foreign language (EFL) lack sufficient opportunities to practice their English-speaking skills. However, the recent development of social-networking sites (SNSs) and mobile learning, and especially mobile-assisted language learning, represents new opportunities for these learners to practice speaking English in a…
Descriptors: Social Networks, English (Second Language), Second Language Learning, Grade 1
Cavus, Nadire; Ibrahim, Dogan – British Journal of Educational Technology, 2017
The topic of this paper is to describe the development of an interactive application that can be used in teaching English as a second language using children's stories in mobile devices. The aim of this experimental study has been to find out the potential of using the developed interactive mobile application in improving the learning skills such…
Descriptors: Handheld Devices, English (Second Language), Second Language Instruction, Experimental Groups
Ockert, David – CALICO Journal, 2018
This article provides the results of a small exploratory pilot study that tested for the influence of a positive self-review intervention of the successful production of English via a tablet computer on Japanese junior high school students' EFL motives. The Language Learning Orientations Scale-Intrinsic Motivation, Extrinsic Motivation, and…
Descriptors: Handheld Devices, Telecommunications, Educational Technology, Technology Uses in Education
Elfeky, Abdellah Ibrahim Mohammed; Masadeh, Thouqan Saleem Yakoub – International Journal of Higher Education, 2016
The present study aimed to examine the effect of Mobile Learning, which is a kind of E-learning that uses mobile devices, on the development of the academic achievement and conversational skills of English language specialty students at Najran University. The study used the quasi-experimental approach. Participants consisted of (50) students who…
Descriptors: Telecommunications, Handheld Devices, Electronic Learning, Academic Achievement
Grimshaw, Jennica; Cardoso, Walcir; Waddington, David – Research-publishing.net, 2016
This study examines the development of oral fluency in a Computer-Mediated Communication (CMC) environment that uses a "shouting" digital game as a pedagogical tool: Spaceteam ESL4. Spaceteam ESL is a game for mobile devices that involves time-sensitive aural exchanges among players (English learners), with great potential to promote…
Descriptors: Second Language Instruction, Teaching Methods, Computer Assisted Instruction, Computer Games