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Eng How Lim; Sompatu Vungthong; Wannapa Trakulkasemsuk – LEARN Journal: Language Education and Acquisition Research Network, 2024
With the advent of online gaming becoming such an inherent part of popular culture, the issue of toxicity, particularly in online competitive games, has never been more relevant. In the /all chat, however, where communication between players of opposing teams is expected to be hostile, there have been debates in community forums about whether that…
Descriptors: Synchronous Communication, Negative Attitudes, Video Games, Computers
Boris Vazquez-Calvo; Steven L. Thorne – Journal of Language, Identity, and Education, 2025
For fans of popular cultural products, digitization has meant the configuration of affinity spaces online and opportunities for learning in the "digital wilds," including incidental language learning and identity development. Through online multiparty written interaction, we explored how 15 Catalan-speaking gamers organized themselves to…
Descriptors: Foreign Countries, Video Games, Translation, Romance Languages
Mustafa Seref Akin – International Journal of Game-Based Learning, 2023
The process of massive multiplayer online gamers and their social environment is analyzed in this context. Video games offer a platform for players to develop essential social and emotional skills with online gamers, such as predicting behaviors, providing support, and building relationships. Gaming serves as a communication channel, and games…
Descriptors: Foreign Countries, Computer Games, Video Games, Computer Mediated Communication
Kirsi Syynimaa; Kirsi Lainema; Timo Lainema – International Journal of Technology in Education, 2024
The application of digital game-based learning (GBL) methods has lately received more attention in higher education (HE). An extensive body of previous investigations has recognised the potential of instructional games to advance the learning of appropriate work life skills. However, there seems to be a lack of understanding in the current…
Descriptors: Foreign Countries, Undergraduate Students, Game Based Learning, Educational Games
Guangxiang Liu; Yue Zhang; Rui Zhang – Journal of Multilingual and Multicultural Development, 2024
Focusing on how a world of possibilities is opened up by language learners themselves, imagination has been regarded as an elusive but indispensable element in second language (L2) education. Drawing on notions of international posture (Yashima 2002), Ideal L2 Self (Dörnyei 2009), and imagined communities (Norton 2001), we theorised imagination…
Descriptors: English (Second Language), Second Language Learning, Second Language Instruction, Self Concept
Renan Seker; Tezcan Kartal; Adem Tasdemir; Ibrahim Serdar Kiziltepe – Journal of Education in Science, Environment and Health, 2023
Technology may lead to many new problems, especially for students at high school level. The ease of using and accessing technology increases the risk of the younger pupils' addiction to technology. Problematic uses of technology, especially among high school students, include internet use, instant messaging, online gaming, social networking and…
Descriptors: High School Students, Technology, Addictive Behavior, Internet
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
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
Perasso, Giulia; Carone, Nicola; Barone, Lavinia – European Journal of Developmental Psychology, 2021
The present study investigated the antecedents of cyberbullying victimization and addressed the commonalities and differences between visual and written forms of cyberbullying victimization among 3172 Italian adolescents (51.6% male, M[subscript age] = 13.74 years, SD = 1.70) who participated in the Health Behaviour in School-Aged Children (HBSC,…
Descriptors: Bullying, Computer Mediated Communication, Foreign Countries, Adolescents
Albarello, Francisco; Novoa, Ángela; Castro Sánchez, Mariángeles; Velasco, Adriana; Novaro Hueyo, María Victoria; Narbais, Francisco – Global Studies of Childhood, 2021
The popularity of multiplayer online videogames (MOVs) in the lives of young people has become a recurrent area of interest for parents and researchers. The use of these platforms has generated concerns regarding the potential negative effects on children's personal and social development. Additionally, the ways in which players socialize through…
Descriptors: Video Games, Computer Games, Socialization, Computer Simulation
Jabbari, Nasser; Peterson, Mark – Language Learning Journal, 2023
Many English as a foreign language (EFL) learners worldwide spend hours playing commercial-off-the-shelf massively multiplayer online games. They engage in a multitude of different interactions with the game environment and possibly with other gamers, using English as the predominant medium of communication. This raises the question of whether…
Descriptors: Accuracy, Video Games, English (Second Language), Second Language Learning
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
Makarova, Elena Aleksandrovna; Makarova, Elena Lvovna – International Electronic Journal of Elementary Education, 2019
This article discusses the impact of online games on children's lives by violence imposing and manipulation. Online gaming features are highlighted and statistic data are presented based on surveys of Russian teenagers who have been victims of online violence. The research goals are to study reasons for cybervictimization and psychological factors…
Descriptors: Computer Games, Violence, Adolescents, Victims
Brevik, Lisbeth M.; Holm, Thea – ELT Journal, 2023
Connecting informal and formal language teaching and learning has gained prominence as a way to understand language development among teenagers, but questions remain regarding its application in L2 contexts. This study investigates the significance of such connections in two L2 English classes taught by the same teacher, where students were…
Descriptors: Second Language Learning, Second Language Instruction, Teaching Methods, Informal Education
Dolawattha, D. D. M.; Premadasa, H. K. S. – International Journal of Information and Communication Technology Education, 2021
In this study, the authors are concerned about influencing factors on mobile learning tools for the applicable and sustainable mobile learning environment. The authors proposed an impact model with five influencing factors namely usefulness, interactivity, motivation, facilitating conditions, and ease of use. The 60 students and 60 teachers in…
Descriptors: Telecommunications, Handheld Devices, Higher Education, Models