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Jodi M. Tommerdahl; Chrystal Sapphire Dragonflame; Amanda A. Olsen – Computer Assisted Language Learning, 2024
A systematic review examining the efficacy of commercially available foreign language-learning apps (FLL) was completed. A database search of ERIC, PsychINFO, and LearnTechLib produced 1,786 journal articles. After applying specific inclusion and exclusion criteria based on Burston's seminal study (2015) requiring a minimum number of 10…
Descriptors: Computer Assisted Instruction, Teaching Methods, Second Language Learning, Second Language Instruction
Li, Jia; Ji, Linying; Deng, Qizhen – Computer Assisted Language Learning, 2023
Despite the growing body of technology-assisted vocabulary intervention studies, few have addressed learning outcomes beyond target vocabulary and the interaction between the interventions and English language learners' (ELLs) initially different levels of vocabulary knowledge. The study examined the differential effects of a texting-based…
Descriptors: Foreign Countries, Undergraduate Students, English Language Learners, Vocabulary Development
Siowai Lo – Computer Assisted Language Learning, 2024
With the rise of computer-assisted online learning tools such as the "Language Reactor," advanced captioning options such as dual subtitles (i.e. simultaneous display of on-screen texts in the first language and the second/foreign language) have gained much attention. However, little is known about how dual-subtitled viewing may be…
Descriptors: Vocabulary Development, Captions, Intervention, Educational Technology
Wen Jia; Austin Pack; Yi Guan; Liping Zhang; Bin Zou – Computer Assisted Language Learning, 2025
Despite the growing interest in game-based learning (GBL) over the last two decades, the influence of Augmented Reality-based GBL on English vocabulary growth is still not well understood when compared with other forms of media, especially with regard to academic English vocabulary. This quasi-experimental study with 90 Chinese…
Descriptors: Game Based Learning, English for Academic Purposes, Second Language Learning, Second Language Instruction
Raniya Abdullah Alsehibany; Safaa M. Abdelhalim – Computer Assisted Language Learning, 2025
In the past two decades, corpora have been proposed as valuable computer-assisted tools for teaching and learning academic writing in English at the university level. This article reports on an empirical study that sought to examine the effectiveness of direct corpus consultation in overcoming vocabulary errors in academic writing. This study is…
Descriptors: Undergraduate Students, Majors (Students), English (Second Language), Second Language Learning
Zhang, Ruofei; Zou, Di – Computer Assisted Language Learning, 2022
Multimedia technology has been advancing the development of second/foreign language learning over the past two decades. Multimedia input (e.g. text, images, audio, animation, and captions/subtitles) has been extensively investigated and applied as facilitative in second/foreign language education. The increasing recognition and application appear…
Descriptors: Multimedia Materials, Multimedia Instruction, Technology Uses in Education, Educational Technology
Chen, Chih-Ming; Li, Ming-Chaun; Lin, Mei-Feng – Computer Assisted Language Learning, 2022
This study is aimed to design a novel vocabulary learning mechanism (VLM) in the previously developed video-annotated learning and reviewing system (VALRS) that allows learners to identify unfamiliar or unknown words when listening to the video and generate personalized input enhancement from English subtitles for vocabulary learning. It is…
Descriptors: Video Technology, Captions, English (Second Language), Listening Comprehension
Guoyuhui Huang; Khe Foon Hew – Computer Assisted Language Learning, 2024
Over the past two decades, the Involvement Load Hypothesis (ILH) has become a popular buzzword in the field of Second Language Acquisition (SLA). Although applications of the ILH can improve students' learning of productive vocabulary, this effect appears to be transitory. Students' learning of productive vocabulary often fades over time, as shown…
Descriptors: Computer Assisted Instruction, Second Language Learning, Second Language Instruction, Vocabulary Development
Booton, Sophie A.; Hodgkiss, Alex; Murphy, Victoria A. – Computer Assisted Language Learning, 2023
Mobile touchscreen applications present new opportunities for children's language learning. This systematic review synthesizes the evidence on the impact of features of mobile applications on children's language learning. Experimental studies published from 2010 onwards with children aged 3 to 11 years old were included. Of the 1,081 studies…
Descriptors: Telecommunications, Handheld Devices, Second Language Instruction, Second Language Learning
Rasti-Behbahani, Amin; Shahbazi, Maryam – Computer Assisted Language Learning, 2022
This study investigates the probable effect of a digital game-based vocabulary learning (DGBVL) task on the acquisition of some components of a word knowledge framework. In so doing, 124 Persian speakers (56 males and 68 females) were randomly assigned to either a control or an experimental group. The experimental group participants completed a…
Descriptors: Computer Games, Game Based Learning, Comparative Analysis, Task Analysis
Nami, Fatemeh – Computer Assisted Language Learning, 2022
This study applied Edmodo as a supplementary environment for additional language practice in a semi-technical English course in an EFL context, with a quasi-experimental between-subjects (control versus experimental group) design. In addition to conventional classroom instruction and practice, the experimental group practiced additional language…
Descriptors: Foreign Countries, English (Second Language), Second Language Learning, Second Language Instruction
Chen, Hao-Jan Howard; Hsu, Hsiao-Ling – Computer Assisted Language Learning, 2020
One of the more rapidly advancing subfields of second language acquisition research is Digital-game based language learning (DGBLL) and many studies have found that Commercial off-the-shelf (COTS) games can have a positive effect on vocabulary acquisition. COTS games are specifically made for entertainment purposes, while serious games, which…
Descriptors: Educational Games, Computer Games, Game Based Learning, Simulated Environment
Lee, Sy-Ying; Lo, Yi-Hsuan Gloria; Chin, Ting-Chin – Computer Assisted Language Learning, 2021
Research has shown that a multiliteracies pedagogy creates more chance for students to meaningfully read and write to develop their critical perspective on cultural issues. This study experimented such a practice in an EFL college context applying a problem-based approach. Sophomore English majors were engaged in recursive reading and writing…
Descriptors: Multiple Literacies, Critical Literacy, English (Second Language), Second Language Learning
Aldukhayel, Dukhayel – Computer Assisted Language Learning, 2021
The purpose of this study is to examine the perceptions of EFL learners and teachers toward vlogs as a source of aural input for L2 listening practice inside and outside of classroom. A total of 389 EFL university students drawn from 29 listening/speaking classes and their teachers participated in this study. After four weeks of exploiting vlogs…
Descriptors: Second Language Learning, Second Language Instruction, Vocabulary Development, Student Attitudes
Zou, Di; Huang, Yan; Xie, Haoran – Computer Assisted Language Learning, 2021
Given the importance of word knowledge for second language acquisition, there is always a need for effective word-learning approaches from language learners. With the rapid development of educational technologies, game-based learning is emerging into a field with considerable potential, within which, digital game-based vocabulary learning has…
Descriptors: Vocabulary Development, Game Based Learning, Teaching Methods, Second Language Learning
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