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Marziyeh Yousefi; Hossein Nassaji – Language Teaching Research Quarterly, 2024
This paper presents findings from a quasi-experimental study that examined the effect of corrective feedback (CF) on L2 pragmatics, specifically comparing Face-to-Face (FF) and Technology-Mediated (TM) modes. The study involved a total of forty-four ESL students from three parallel intact classes. The primary focus of this paper is to report the…
Descriptors: Second Language Learning, Feedback (Response), Pragmatics, In Person Learning
Marwa Abd Al Galil Helmy Abd Al Galil – Online Submission, 2024
The purpose of the current study was to examine the effect of utilizing a program based on post-constructivism to develop adult learners' English language fluency. The study started with the literature review and previous studies handling post-constructivism and English language fluency. The researcher nominated a group of pre-intermediate to…
Descriptors: English (Second Language), Second Language Learning, Second Language Instruction, Teaching Methods
Shen Qiao; Samuel Kai Wah Chu; Susanna Siu-sze Yeung – Computer Assisted Language Learning, 2025
Morphological analysis is a form of problem solving to work out the meanings of unfamiliar words by applying knowledge of morphemes. It has emerged recently as an important predictor of reading comprehension. However, while gamification can potentially be used to teach this skill, few studies have examined its use. To address this, a…
Descriptors: Game Based Learning, English (Second Language), Second Language Learning, Second Language Instruction
Isaak Papadopoulos – Curriculum Journal, 2025
This research paper investigates the effects of integrating multiliteracies in a Content and Language Integrated Learning (CLIL) programme on language development and content understanding among preschoolers in an urban city of Greece. The case study focuses on early literacy skills, spoken discourse and vocabulary. The research questions, which…
Descriptors: Content and Language Integrated Learning, English (Second Language), Second Language Learning, Second Language Instruction
Jose Belda-Medina – Contemporary Educational Technology, 2025
This study investigates the impact of augmented reality (AR) on vocabulary and content learning, as well as attitudes, in a content and language integrated learning (CLIL) setting. The research, based on convenience sampling, involved 162 secondary education students from three schools, divided into an experimental group (EG) and a control group…
Descriptors: Content and Language Integrated Learning, Simulated Environment, Vocabulary Development, Language Acquisition
Ying Liu; Nurfaradilla Mohamad Nasri; Helmi Norman – SAGE Open, 2025
This study explores the effectiveness of a Blended Production-Oriented Approach (BPOA) in improving Self-Directed Learning (SDL) skills among English as a Foreign Language (EFL) learners. A quasi-experimental design with pre- and post-tests revealed significant enhancements in key SDL skills, including planning, strategy use, resource utilization,…
Descriptors: Independent Study, English (Second Language), Second Language Learning, Student Attitudes
Esmat Shamsi; Hossein Bozorgian – Asian-Pacific Journal of Second and Foreign Language Education, 2024
Multimedia is vastly used as authentic and available input in second and foreign-language contexts. To deal with the difficulties and complexities of comprehending these authentic materials, collaborative learning through metacognitive instruction helps develop learners' listening comprehension. The present study has mainly explored the role of…
Descriptors: Multimedia Instruction, English (Second Language), Second Language Learning, Cooperative Learning
Yasir Ahmed Ali; Muhammad Mooneeb Ali; Issa Saad AlQurashi; Muhammad Imran; Ubaid Ullah Ubaid – International Journal of Game-Based Learning, 2025
Game-based applications and strategies are effective solutions to contemporary challenges in English language learning. Kahoot is an online platform that assists learning in an untraditional but effective way. This probe examines whether the use of Kahoot in a Saudi English language classroom can boost the vocabulary acquisition of the…
Descriptors: Foreign Countries, Game Based Learning, English (Second Language), Second Language Instruction
Ruofei Zhang; Gary Cheng; Di Zou – Language Learning & Technology, 2025
Digital game-based vocabulary learning (DGBVL) integrates key game elements such as Challenges, Rewards, Human-Computer Interactions (HCI), Multimedia, and Fantasy. Although the overall effectiveness of digital games in enhancing English-as-a-foreign-language (EFL) vocabulary knowledge development is well-established, the specific roles of…
Descriptors: Vocabulary Development, Computer Games, English (Second Language), Learner Engagement
Santiana Santiana; Margana Margana; Nur Hidayanto Pancoro Setyo Putro; Pratomo Widodo – International Journal of Language Education, 2024
This study examines students' attitudes toward the Learning Management System (hereafter LMS) CANVAS in the Virtual Learning Environment (henceforth VLE). This study used mixed methods in nature, which used a survey to collect data on the attitudes of 118 EFL students who enrolled in the Technology Enhanced Language Learning (hereafter TELL)…
Descriptors: Student Attitudes, Educational Technology, Learning Management Systems, English (Second Language)
Ho Thi Thao Nguyen; Le Ha Van; Pham Thi Khanh Ly; Mai Thi Chuc Hanh – rEFLections, 2025
The significant influence of communication technologies, most evident during the COVID-19 pandemic, has led to a fundamental shift in global education. This study investigates the advantages of incorporating a blended learning approach, particularly by integrating Massive Open Online Courses (MOOCs) into undergraduate programs at a university in…
Descriptors: Foreign Countries, COVID-19, Pandemics, Blended Learning
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
Denyze Toffoli; Ana Bumber; Opeyemi Comfort Oso – The EUROCALL Review, 2025
The "(M)other Tongue" project is a contribution to research in applied linguistics on the use of generative intelligent tools (AI) for additional language learning. 2023 saw the commercialisation on-line of several AI-enabled multilingual video services, with at least one including lip-synchronisation and translation functions. The…
Descriptors: Applied Linguistics, Artificial Intelligence, Technology Uses in Education, Second Language Instruction
Koyo Ogawa – Technology in Language Teaching & Learning, 2025
Virtual reality (VR) has attracted increasing interest for its potential to enhance second language acquisition through immersive and interactive experiences. However, effectively integrating VR with established language teaching pedagogy remains a critical challenge. This study addresses that gap by embedding the principles of task-based language…
Descriptors: Computer Simulation, Second Language Learning, Learning Activities, Technology Uses in Education
Venus Chan – Interactive Technology and Smart Education, 2025
Purpose: This study aims to devise a blended learning massive open online course (bMOOC) approach for the relatively uncharted domain of translation technology learning that necessitates practical skills and hands-on practice and to examine its efficacy from the students' perspectives. Design/methodology/approach: The bMOOC approach incorporated…
Descriptors: MOOCs, Blended Learning, Translation, Technology Uses in Education

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