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Nurlan Apakhayev; Indira Mussabekova; Dina Bugybay; Kaldarbek Kuandykov; Kuanysh Koishybaiuly – E-Learning and Digital Media, 2025
This study addresses the pressing relevance of implementing distance learning technology in the Republic of Kazakhstan across various educational levels, guided by the framework of legal regulation. The study aims to investigate the benefits of using diverse distance learning technologies in modern education, improving access, motivation, and…
Descriptors: Foreign Countries, Distance Education, Technology Integration, Teaching Methods
Weijuan Li – European Journal of Education, 2025
In recent years, the integration of big data and learning analytics has emerged as a significant trend across educational systems worldwide. The implementation of such technologies within universities -- particularly in China -- holds considerable potential for transforming teaching and learning practices. By enabling personalised, data-driven…
Descriptors: Universities, Learning Analytics, Educational Practices, Foreign Countries
Hafiz Muhammad Ihsan Zafeer; Samra Maqbool; Yu Rong; Sufyan Maqbool – International Journal of Technology in Education and Science, 2025
The integration of digital learning tools in school science classes has garnered significant attention, prompting an investigation into their effects on student engagement and achievement. This study examines the impact of students' access to technology, teachers' digital competency, and the frequent use of digital tools on the engagement and…
Descriptors: Science Achievement, Science Instruction, Middle School Students, Science Teachers
Kabilan, Muhammad Kamarul; Annamalai, Nagaletchimee; Chuah, Kee-Man – Education and Information Technologies, 2023
Literature emphasizes that gamification significantly enhances students' engagement in learning and their motivation level. Studies have also examined the benefits of gamification in learning across different levels of education. However, the focus on academics' pedagogical understanding, knowledge, and skills and how they utilize these in…
Descriptors: Technology Uses in Education, Technology Integration, Gamification, College Faculty
Yating Zhang; Zhangyan Miao – European Journal of Education, 2025
This study investigates the influence of technological literacy in artificial intelligence (AI), augmented/virtual reality (AR/VR), and mobile applications on English as a Foreign Language (EFL) students' engagement and motivation in technology-enhanced classrooms. A total of 357 Chinese EFL students participated in a survey-based quantitative…
Descriptors: Foreign Countries, Second Language Learning, English (Second Language), Learning Motivation
Jerry Huang; Atsushi Mizumoto – Education and Information Technologies, 2025
This study aimed to examine the effect of incorporating the generative pre-trained AI chatbot, ChatGPT, into an instructor-led writing class on the motivation of Japanese university students. This study examines changes in students' Ideal L2 Self, Ought-to L2 Self, and L2 Learning Experience using Dörnyei's L2 Motivational Self System (L2MSS)…
Descriptors: Artificial Intelligence, Teaching Methods, Computer Software, Technology Uses in Education
Mustafa Senel – Journal on School Educational Technology, 2025
Artificial Intelligence (AI) technologies are increasingly being integrated into educational processes, offering various benefits to students, educators, and education systems. This study employs a meta-analysis approach to examine research conducted in Turkey on the use of AI in English as a Foreign Language (EFL) instruction and compares the…
Descriptors: Artificial Intelligence, Computer Software, Technology Integration, English (Second Language)
Panayiota Georgiou Josephidou – ProQuest LLC, 2024
This study explored the use of gamification when teaching Greek as a L2. It examined how Greek teachers in different schools in Cyprus use gamification and if it affects their students in learning. It explored their perceptions of the effects on student motivation and engagement. The study was of qualitative approach and semi-structured interviews…
Descriptors: Foreign Countries, Second Language Learning, Second Language Instruction, Game Based Learning
Nathalie Barz; Manuela Benick; Laura Dörrenbächer-Ulrich; Franziska Perels – Discover Education, 2024
The present study examines university students' acceptance of e-learning according to the Technology Acceptance Model (TAM). We also investigate the influence of external factors, including self-efficacy with digital media, self-regulated learning, prior experience, and affinity for technology, to extend the model with valid individual factors.…
Descriptors: Undergraduate Students, Electronic Learning, Self Management, Foreign Countries
Amir Reza Rahimi; Zahra Mosalli – Smart Learning Environments, 2025
Researchers have significantly explored language learners' attitudes toward ChatGPT through the lens of technology acceptance models, particularly with its development and integration into computer-assisted language learning (CALL). However, further research in this area is necessary to apply a theoretical framework with a pedagogical-oriented…
Descriptors: Second Language Learning, Second Language Instruction, Artificial Intelligence, Technology Uses in Education
Ali Alqarni – Journal of Educational Computing Research, 2025
This study examined the effect of gamification on visual programming and computational thinking skills among primary school students, aiming to investigate how gamified learning environments enhance cognitive skill development and conceptual integration compared to traditional teaching methods. A quasi-experimental design was employed, involving…
Descriptors: Thinking Skills, Game Based Learning, Achievement Tests, Teaching Methods
Alicia Ndegwa; Mar Gutiérrez-Colón; Marni Manegre – Interactive Learning Environments, 2024
The on-going implementation of the new curriculum of the new education system in Kenya includes the administration of technology in the classroom. In this study, this was achieved through the use of a gamified app in a local private school in Kenya, a gamified Swahili app. As Swahili is the language that is Kenya's national and one of two official…
Descriptors: Foreign Countries, Reading Comprehension, African Languages, Comparative Analysis
Chen, Yi-Mei – Education and Information Technologies, 2022
This article reports on a classroom-based investigation into English as a foreign language (EFL) learners' views on lessons which integrated m-learning tools for assessment (Kahoot!) and collaboration (Padlet). 289 Chinese university students' views on such lessons were collected through open-ended questions posted on Padlet. The questions were…
Descriptors: Foreign Countries, Second Language Learning, English (Second Language), Student Attitudes
Lixuan Sun; Adelina Asmawi; Hui Dong; Xiaotian Zhang – Education and Information Technologies, 2024
Amidst the challenges posed by the Covid-19 pandemic, this study investigates the impact of Problem-based Language Learning (PBLL) using DingTalk on enhancing Business English Writing skills among Chinese undergraduates. Employing a mixed-method approach, the research involved two phases. In the quantitative phase, a twelve-week quasi-experimental…
Descriptors: Undergraduate Students, Business English, English for Special Purposes, Second Language Learning
Tzur, Sharon; Katz, Adi; Davidovich, Nitza – European Journal of Educational Research, 2021
This study addresses the effectiveness of learning via educational software. Recent decades have seen the integration of technologies, which are changing teaching and transforming teachers into mediating, facilitating, and guiding figures by means of digital learning methods that serve as a major tool in schools, colleges, and universities. The…
Descriptors: Courseware, Educational Technology, Technology Integration, Instructional Effectiveness