Publication Date
In 2025 | 0 |
Since 2024 | 0 |
Since 2021 (last 5 years) | 2 |
Since 2016 (last 10 years) | 3 |
Since 2006 (last 20 years) | 3 |
Descriptor
Source
Teaching English with… | 3 |
Author
Gutiérrez, Ricardo | 1 |
Le, Van Thi Kieu | 1 |
Nguyen, Hoang Tan | 1 |
Pattanapichet, Fasawang | 1 |
Pham, Linh Le Nhat | 1 |
Quiroz, Martín Flores | 1 |
Rocha, Franco | 1 |
Valenzuela, María Paz | 1 |
Vilches, Cynthia | 1 |
Wichadee, Saovapa | 1 |
Publication Type
Journal Articles | 3 |
Reports - Research | 3 |
Education Level
Higher Education | 2 |
Grade 9 | 1 |
High Schools | 1 |
Junior High Schools | 1 |
Middle Schools | 1 |
Postsecondary Education | 1 |
Secondary Education | 1 |
Audience
Location
Chile (Santiago) | 1 |
Thailand | 1 |
Vietnam | 1 |
Laws, Policies, & Programs
Assessments and Surveys
What Works Clearinghouse Rating
Quiroz, Martín Flores; Gutiérrez, Ricardo; Rocha, Franco; Valenzuela, María Paz; Vilches, Cynthia – Teaching English with Technology, 2021
This research investigates the effects of the use of Kahoot! to improve English vocabulary learning in an EFL context using a quasi-experimental post-test design. An experimental and a control group from two 9th grade classes participated in the study. A pre- and post-test were applied to both groups and the scores of both groups were compared to…
Descriptors: Vocabulary Development, English (Second Language), Second Language Learning, Second Language Instruction
Pham, Linh Le Nhat; Nguyen, Hoang Tan; Le, Van Thi Kieu – Teaching English with Technology, 2021
M-learning is usually thought of as based on videos, digital materials, and high technology. Nonetheless, it is not a complete perspective of this new educational trend. Mobile devices with many functions can be an effective tool to support learning. Furthermore, learners nowadays, who were born in the 4.0 movement, are more familiar with mobile…
Descriptors: Personal Autonomy, Electronic Learning, Handheld Devices, Computer Games
Wichadee, Saovapa; Pattanapichet, Fasawang – Teaching English with Technology, 2018
The study was conducted to find out what impact a digital game had on students' learning performance and motivation. A quasi-experimental study was performed with two groups of students. The experimental group was taught using the digital game "Kahoot" whereas the control group was taught with the conventional method. Pre-tests,…
Descriptors: English (Second Language), Computer Games, Educational Games, Student Motivation