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Yi-Fan Wang; Mei-Hua Hsu; Max Yue-Feng Wang – Health Education Journal, 2025
Objective: The medical terminology escape room game (MTEG) is a chatbot designed for gamified education that aims to transform memorizing complex medical terminology into an enjoyable experience for medical students. By combining elements of ARCS (Attention, Relevance, Confidence and Satisfaction) theory with escape room adventures, the MTEG aims…
Descriptors: Vocabulary Development, Medical Education, Game Based Learning, Nursing Students
Yohanes Subasno; Imanuel Hitipeuw – Journal of Education and Learning (EduLearn), 2023
This study aims to determine the effectiveness of implementing a multilayer model in lesson plan (LP) to increase the vocabulary knowledge of deaf students. This study is single-subject research with an A-B-A design (baseline-intervention-maintenance). The intervention instrument used was a LP that consisted of four units, each containing four…
Descriptors: Program Effectiveness, Vocabulary Development, Deafness, Students with Disabilities
Kim, Su Kyung; Webb, Stuart – Modern Language Journal, 2023
This study examined the effects of spaced practice on second language (L2) vocabulary learning under different learning conditions. One hundred fifty Korean learners of L2 English were divided into five groups: one control (no treatment) and four experimental groups based on learning condition (fill-in-the-blanks vs. flashcards) and spacing type…
Descriptors: Drills (Practice), Second Language Instruction, English (Second Language), Vocabulary Development
Cuc Thi Huynh – International Society for Technology, Education, and Science, 2024
Vocabulary plays an important role in learning English. However, due to the difference between English and their mother tongue, many students find it difficult to remember the English vocabulary. This research aims at investigating whether Spelling Bee Game has any significant effects on EFL young students' vocabulary learning. The research…
Descriptors: Vocabulary Development, Educational Games, English Learners, English (Second Language)
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
Emre Laçin – Journal of Autism and Developmental Disorders, 2024
Purpose: This study examined the improvement in vocabulary and listening skills of children with ASD through adapted shared reading. It also investigated the generalisation effect of this increase to new books and social validity. Methods: A multiple probe across participants design was used to investigate the effect of ASR (adapted shared…
Descriptors: Vocabulary Development, Listening Comprehension, Autism Spectrum Disorders, Listening Skills
Yau Yu Chan; Nirmala Rao – Early Education and Development, 2025
Research Findings: This study investigated the effectiveness of a home-based intervention in increasing the intrinsic reading motivation and Chinese oral vocabulary of minority South Asian children in Hong Kong. A quasi-experiment was conducted with 78 children (M[subscript age] = 51.54 months; control: 37 children, intervention: 41 children) and…
Descriptors: Foreign Countries, Reading Motivation, Vocabulary Development, Children
Nurah S. Alfares – International Journal of Game-Based Learning, 2025
Vocabulary is crucial for mastering English as a Foreign Language (EFL) skills. Digital Game-Based Learning (DGBL) platforms like Wordwall can enhance active learning by providing multiple-choice, missing, and matching words. The current study aimed to addresses the impact of the Wordwall platform on EFL learners in Saudi Arabia. This study…
Descriptors: Foreign Countries, English (Second Language), Second Language Instruction, Vocabulary Development
Pinar Sik; Ece Zehir Topkaya – Turkish Online Journal of Distance Education, 2024
This mixed-method study explored the effect of the flipped classroom model (FCM) on vocabulary learning of young English language learners and their perceptions and experiences about FCM practices. Two intact groups of 4th-grade students in a state primary school in Turkiye were randomly assigned as experimental (N = 32) and control (N = 33)…
Descriptors: Foreign Countries, English (Second Language), Second Language Instruction, Student Attitudes
Feifei Wang; Alan C. K. Cheung – Review of Educational Research, 2025
Although robots' social behaviors are known for their capacity to facilitate learner-robot interaction for language learning, their application and effect have not been adequately explored. This study reviewed 59 empirical articles to examine the contexts and application of various social behaviors of robots for language learning, and conducted a…
Descriptors: Robotics, Social Behavior, Second Language Learning, Elementary Secondary Education
Doganay Bilgi, Arzu; Ozmen, E. Ruya – International Journal of Disability, Development and Education, 2022
The purpose of this study is to examine the effectiveness of cumulative repeated storybook reading (CRSR) on word production in children with developmental disabilities (DD). Three children with DD whose ages ranged from 3 years 9 months to 6 years took part in the study, which utilised a multiple-probe across subjects design. Storybook reading…
Descriptors: Story Reading, Young Children, Developmental Disabilities, Repetition
Jeenpracha, Chayakorn; Pongtornvivan, Chayanin; Wongsatit, Nattanan; Ketmuni, Montchatry – Online Submission, 2023
The objectives of this research were (1) to study the results of using board game to improve English vocabulary for upper primary school students in small and medium-sized schools, and (2) to study the students' satisfaction after using board game. There were a total of 100 students: 50 students from small-sized schools, and 50 students from a…
Descriptors: Vocabulary Development, Educational Games, Elementary School Students, Student Satisfaction
Nicolaidou, Iolie; Pissas, Petros; Boglou, Dimitrios – Interactive Learning Environments, 2023
Virtual Reality applications are predicted to create a paradigm shift in education, but there is little empirical evidence of their educational value. Virtual Reality affordances to support language learning have not yet been realized. This quasi-experimental study investigated the effect of a Virtual Reality application on foreign language…
Descriptors: Educational Technology, Computer Simulation, Telecommunications, Handheld Devices
Nataliia Todorova – Advanced Education, 2023
The article focused on exploring the effect of the use of Quizlet on Ukrainian service members' English vocabulary acquisition and their perceptions of its utilisation in the educational process. A mixed-method research design combining quantitative and qualitative approaches was employed in this experimental study, which consisted of 3 stages.…
Descriptors: Foreign Countries, English (Second Language), Vocabulary Development, Second Language Learning
Yin Yang; Yuyang Cai; Yanjie Song – Educational Technology & Society, 2024
The effect of technology on primary students' self-regulated vocabulary learning (SRVL) over time and its dynamic relationship with vocabulary outcomes have been scarcely studied. This quasi-experimental study reports a longitudinal inquiry into the effect of a mobile-assisted self-regulation scheme on primary students' SRVL and the relationship…
Descriptors: Foreign Countries, Elementary School Students, Grade 4, Educational Technology