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Yazid Basthomi; Francisca Maria Ivone; M. Kharis; Joko Slamet – Online Learning, 2025
This study addresses critical gaps in English proficiency assessments, particularly for English as a Foreign Language (EFL) students, by focusing on the foundational aspect of needs analysis in designing a platform to assist EFL students in preparation for real English proficiency tests. The existing tests, such as TOEFL and IELTS, often fail to…
Descriptors: Needs Assessment, English (Second Language), Second Language Learning, Second Language Instruction
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Min Gu – SAGE Open, 2025
This study examined the challenges faced by 19 Chinese senior high school English as a Foreign Language (EFL) teachers in designing communication activities. By closely examining the design features of the teaching activities employed in their classrooms, it was revealed that the majority of the observed activities lacked authenticity, a crucial…
Descriptors: Barriers, Language Teachers, High School Students, English (Second Language)
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Sibel Ergün Elverici – European Journal of Education, 2025
While educational environments are swiftly evolving to embrace and offer increased accessibility to technological resources, the inquiry into the appropriate utilisation of Web 2.0 tools in education persists. Thus, this study investigates the efficiency of a blended language learning environment that incorporates Web 2.0 technologies in…
Descriptors: Blended Learning, High School Students, Web 2.0 Technologies, Technology Uses in Education
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Nouf J. Aljohani – Computer Assisted Language Learning, 2025
This paper proposes an updated framework for the evaluation of the computer-assisted language learning (CALL) framework, further developed from Chapelle (2001) and González-Lloret and Ortega (2014). Based on a review of prominent previous CALL evaluation frameworks, an exploration of relevant literature in formal evaluation and my own first-hand…
Descriptors: Task Analysis, Second Language Learning, Second Language Instruction, Computer Assisted Instruction
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Liping Jiang; Menglei Lv; Mengmeng Cheng; Xia Chen – Innovations in Education and Teaching International, 2025
While blended teaching approaches are becoming more common in some higher educational institutes, their consistency in aligning with higher-level learning objectives varies The current study aims to explore the design and effectiveness of Small Private Online Course (SPOC)-based blended teaching in fostering deep learning among English as a…
Descriptors: Teaching Methods, Blended Learning, English (Second Language), Second Language Learning
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Liu Liu – Education and Information Technologies, 2025
The study examines the impact of artificial intelligence (AI)-enhanced gamification on learning outcomes and motivation in English as a Foreign Language (EFL) contexts. A mixed-methods approach and quasi-experimental design were employed to compare the effectiveness of three instructional strategies: adaptive learning paths, conversational agents,…
Descriptors: Technology Uses in Education, Artificial Intelligence, Gamification, Second Language Learning
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Nguyen, Minh Thi Thuy; Basturkmen, Helen – Language Teaching Research Quarterly, 2023
The learning effects of task-based interaction is an emerging topic in the field of instructed pragmatics for ESL learners. Specifically, researchers are exploring the impact of different task features on pragmatics learning. This article reports a review of the extant research. First, the review aimed to identify specific task design and…
Descriptors: Pragmatics, Second Language Learning, Second Language Instruction, English (Second Language)
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Catherine Akoth Ongoro; Yong-Yi Fanjiang – IEEE Transactions on Learning Technologies, 2024
This article aims to provide a systematic review of existing research on the use of digital game-based learning (DGBL) technology for foreign language (English) in preschool and elementary schools. Digital game-based technology enables learning to become more interactive and inspirational, thereby enhancing language acquisition. The authors…
Descriptors: Game Based Learning, Elementary School Students, Preschool Education, Creativity
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Yaming Jin – International Journal of Distance Education Technologies, 2025
With the development of big data technology, higher education is transitioning towards intelligence and ecology. University English teaching, constrained by traditional models, faces challenges such as unmet student needs, inefficient resource allocation, and insufficient teacher-student interaction. Big data, through data collection, real-time…
Descriptors: Universities, English (Second Language), Second Language Learning, Second Language Instruction
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Annalisa Raffone – Language Teaching Research, 2025
In today's society, marked by the spread of Covid-19 that forced the shift from a traditional face-to-face to a fully online setting, digital tools are becoming more and more essential to engage 21st Century students in their classroom activities. In the context of ELT (English Language Teaching), Digital Game-Based Language Learning (DGBLL) has…
Descriptors: Game Based Learning, English (Second Language), Second Language Learning, Second Language Instruction
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Dongni Guo; Yingru Zhao; Qi Sun; Roberto L. M. Ramos – Online Learning, 2025
Using a qualitative multiple-case study design, this study explored the strategies employed by five Chinese teachers of English as a Foreign Language (EFL) to design activities that incorporate digital tools and visuals, aiming to enhance parent-involved interactions in online language learning settings. Grounded theory analysis of teachers'…
Descriptors: Parent Participation, Online Courses, English (Second Language), Second Language Learning
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Wu, Wen-Chi Vivian; Manabe, Kinnosuke; Marek, Michael W.; Shu, Yu – Journal of Research on Technology in Education, 2023
This study aimed to foster development of the 21st-century five core competencies, including Creativity and innovation, Critical thinking and problem solving, Communication, Collaboration, and Computer-information literacy using Student-Centered Active Learning in an instructional design in which student groups created their own virtual reality…
Descriptors: 21st Century Skills, Computer Simulation, Creativity, Innovation
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Xu, Xiaoshu; Zhu, Xiaoshen; Chan, Fai Man – Interactive Learning Environments, 2023
Personal Learning Environment (PLE) represents a shift of learning paradigm towards learner-centered pedagogy, where users become masters of their own learning. PLEs are best used by learners with Self-Regulated Learning (SRL) abilities. Previous research showed that learners felt lost or socially isolated in PLEs due to their limited SRL…
Descriptors: Educational Environment, Individualized Instruction, Pilot Projects, College Students
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Carlos L. Alvarez; Branca Mirnic; Jardel C. Santos; Tatiana G. Pineda – Journal of Pedagogical Research, 2024
This quasi-experimental research aimed to describe the syllabus design process using the "backward design model" and its features to determine the teacher candidates' perceptions of its application in the English Skills Development course. To achieve these objectives, the syllabus based on the BDM was designed before starting the course;…
Descriptors: English (Second Language), Second Language Learning, Second Language Instruction, Language Teachers
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Taguchi, Naoko; Dixon, Daniel H. – CALICO Journal, 2023
Game-based instruction has been praised as an effective approach to second language (L2) development, as it can provide a low-stakes, fun, and engaging learning environment. However, in designing digital games for L2 learning, it is important to consider how various game designs and mechanics can affect learning gains. In the current study…
Descriptors: Game Based Learning, Teaching Methods, Feedback (Response), Pragmatics
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