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Chen, Shing-lung; Liu, Yeu-Ting – Interactive Learning Environments, 2023
In the language learning literature, games often deal with foreign language vocabulary, but rarely with learning sentences, and barely with conversations. This study set out to examine the effects of game-based learning on foreign language learners' learning of sentences and discourse-level forms in the following settings: "learning with game…
Descriptors: Second Language Learning, Game Based Learning, Educational Games, Learning Motivation
Suphasa Phupunna; Nareerat Hongsamsibkao – Journal of Education and Learning, 2024
This study investigates the effects of combining blooket games with active learning to improve Chinese vocabulary memorization in first-year Chinese Language Teaching students at Rajabhat Mahasarakham University. This approach aimed to make learning more engaging for Thai students. The intervention involved 26 participants and vocabulary…
Descriptors: Chinese, Second Language Learning, Second Language Instruction, Instructional Materials
Yong Zeng – ProQuest LLC, 2023
This dissertation delves into the pedagogical implications of handheld/mobile game features on EFL learners' vocabulary learning outcomes. The research is segmented into two comprehensive studies. The first study, a systematic review spanning from 2011 to July 2022, scrutinizes empirical research detailing the correlation between various game…
Descriptors: Educational Technology, Handheld Devices, Game Based Learning, English (Second Language)
Jon-Chao Hong; Kai-Hsin Tai; Tzu-Yu Tai – Journal of Computer Assisted Learning, 2024
Background: This study was motivated by the need to enhance Mandarin learning through embodied interactions and physical engagement methods. While most studies confirm the positive effects of touchscreen devices on learning, mixed findings suggest a need for more engaging methods. This research addresses these gaps by exploring the benefits of…
Descriptors: Electronic Learning, Computer Oriented Programs, Audience Response Systems, Second Language Learning
Chen, Hong-Ren; Lin, Wen-Shan; Hsu, Tien-Yu; Lin, Tzu-Chun; Chen, Nian-Shing – IEEE Transactions on Learning Technologies, 2023
Research on the use of augmented reality technology in museums is mostly limited to scientific knowledge. The use of wearable device technology learning materials to benefit students in the process of English learning has been somewhat explored, along with differences in students' learning styles and their influence on students' learning…
Descriptors: Educational Games, Museums, Situated Learning, Cognitive Style
Adolfo, Jeanlyn A.; Villarin, Sydney Jay B. – Online Submission, 2023
This paper is a study on the grade 8 students' vocabulary achievement using word games. The study was conducted at Kiwalan National High School and aimed to determine the effectiveness of word games as a learning method in improving students' vocabulary achievement. The data was collected through questionnaires and was analyzed through percentage,…
Descriptors: Educational Games, Vocabulary Development, High School Students, Teaching Methods
Ebadi, Saman; Rasouli, Rezvan; Mohamadi, Mona – Interactive Learning Environments, 2023
Student response systems (SRS) have been used to provide teachers with immediate feedback on learners' performance to understand their weaknesses and strengths. This exploratory study is aimed at focusing on both distractive and facilitative aspects of using SRS in English as a foreign language (EFL) classes to assess learners' understanding of…
Descriptors: Foreign Countries, Undergraduate Students, Second Language Learning, English (Second Language)
Aaron Jakob Johnson – ProQuest LLC, 2024
Students studying in beginning level foreign language classrooms often lack the opportunity to speak spontaneously (Kogan, 2023). Task-Based Language Teaching (TBLT) is a pedagogical approach to language instruction that advocates for the use of tasks to develop learners' second/foreign language (L2) abilities. Games can act as tasks that prepare…
Descriptors: Russian, Second Language Learning, Second Language Instruction, Language Proficiency
Banthita Sukdee – Shanlax International Journal of Education, 2024
The purposes of this research were to (1) study twelfth grade students' English vocabulary and reading development by applying collaborative learning management with language game of the whole group and individual (2) examine twelfth grade students' attitudes towards collaborative learning management with language game in learning English…
Descriptors: Foreign Countries, High School Students, Grade 12, English (Second Language)
Ting-Chia Hsu; Ching Chang; Yi-Sian Liang – IEEE Transactions on Learning Technologies, 2024
The study explored the effects of an interdisciplinary learning approach on developing students' English learning (EL) and computational thinking (CT) through two different game-based learning approaches. A quasi-experiment was conducted to evaluate the effectiveness of this approach in terms of enhancing students' CT knowledge and their EL…
Descriptors: Game Based Learning, Elementary School Students, Comparative Analysis, English (Second Language)
Juhasz, Ana – Acta Didactica Napocensia, 2022
Board-games constitute a tool that simultaneously develops children in many ways and motivates them to learn. The aim of this experiment is to examine the effectiveness of using board-games in Romanian lessons and how the attitudes of Hungarian children change towards the Romanian language. To this end, the author created a board-game for…
Descriptors: Educational Games, Instructional Effectiveness, Romance Languages, Vocabulary Development
Anak Yunus, Crystal Callista; Hua, Tan Kim – Journal of Education and e-Learning Research, 2021
Embracing gamification in education is, indeed, inevitable, especially with the arrival of the millennials whose lives are greatly influenced by digital technologies and favor learning in a fun, interactive, and engaging environment. Quizizz, a gamified educational tool, has gradually gained the interest of researchers and stakeholders in…
Descriptors: Teaching Methods, Language Tests, Second Language Learning, Second Language Instruction
Rivera-Trigueros, Irene; Sánchez-Pérez, María del Mar – Teaching English with Technology, 2020
This study aims to analyse motivation in the English as a Foreign Language (EFL) secondary classroom through gamification. To this end, a gamification proposal based on "Game of Thrones" TV series was designed. "Classcraft," an online role-playing platform, was used to create a gaming scenario in the classroom. The proposal was…
Descriptors: Educational Games, Role Playing, Student Motivation, English (Second Language)
Plutino, Alessia; Cervi-Wilson, Tiziana; Brick, Billy – Research-publishing.net, 2020
This paper reports on the rationale for the implementation of a pilot project using a scenario-based Virtual Reality (VR) resource, originally developed by Health Sciences at Coventry University and now being repurposed for Italian language learning as a collaborative project with Modern Languages and Linguistics at the University of Southampton.…
Descriptors: Computer Simulation, Health Sciences, Italian, Second Language Learning
Muntrikaeo, Kuntida; Poonpon, Kornwipa – English Language Teaching, 2022
The purposes of this study were to investigate the effects of task-based instruction using online language games in a flipped learning environment (TGF) in developing the English oral communication ability of Thai secondary students and examine the students' opinions of the task-based instruction using online language games in a flipped learning…
Descriptors: Secondary School Students, Second Language Learning, Second Language Instruction, English (Second Language)