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A. Pradheepa; K. Gurusamy; T. Pushpanathan – Australian Journal of Applied Linguistics, 2025
This meta-analysis aims to investigate gamification's impact on improving tertiary-level second-language learners' lexical repertoire. Forty-seven peer-reviewed works were evaluated for this analysis. The analysis focused on determining the effectiveness of gamified learning environments in the context of improving vocabulary and learning and…
Descriptors: Meta Analysis, Game Based Learning, Second Language Learning, Second Language Instruction
Xin Yuan; Xuan Tang – British Journal of Educational Psychology, 2025
Aim: From the perspective of cognitive load theory, the present study examined the relative effectiveness of the sequential use of L1 and bilingual subtitles on incidental English vocabulary learning. Methods: A total of 162 upper-intermediate Chinese learners of English as a foreign language watched an English clip in one of 4 subtitling…
Descriptors: Cognitive Ability, Recall (Psychology), Native Language, Second Language Learning
Amine Ounissi; Raihana Romly; Azza Jauhar Ahmad Tajuddin; Md. Kamrul Hasan – Australian Journal of Applied Linguistics, 2025
Engagement in extensive reading (ER) on the internet provides learners with unparalleled access to diverse digital resources, positioning online extensive reading (OER) as a transformative extension of traditional ER practices. OER combines the principles of ER with the affordances of modern technology, offering interactivity, multimedia features,…
Descriptors: Reading Processes, Learning Management Systems, English (Second Language), Second Language Learning
Polyzi, Panagiota; Moussiades, Lefteris – Education and Information Technologies, 2023
This article presents an online application developed to improve vocabulary learning through games, quizzes and interaction with a chatbot. The application was tested experimentally on a sample of twenty proficiency-level students divided into two groups and tested on English vocabulary learning in two stages. In the first stage, the first group…
Descriptors: Artificial Intelligence, Vocabulary Development, Game Based Learning, Electronic Learning
Rabie-Ahmed, Amr; Mohamed, Ayman – Foreign Language Annals, 2022
The present study compared individual and collaborative vocabulary learning through two types of reading-based pedagogical tasks in an online elementary Arabic classroom. Fifty-two beginner learners of Arabic completed a pretest, a story-based task (either multiple-choice or gap-fill) with embedded novel vocabulary, and two posttests over a 2-week…
Descriptors: Vocabulary Development, Arabic, Second Language Learning, Learner Engagement
Xiao Hua; Harwati Hashim; Khairul Azhar Jamaludin – Eurasian Journal of Applied Linguistics, 2025
The present study examines the influence of drama-based pedagogy on English-speaking proficiency. This pedagogical approach immerses students in experiential learning through role-playing, improvisation, and acting-based instruction, thereby fostering engagement with authentic language use. The research investigates the role of drama-based…
Descriptors: Drama, Teaching Methods, English (Second Language), Second Language Learning
Kazu, Ibrahim Yasar; Kuvvetli, Murat – Education and Information Technologies, 2023
This research aimed to explore the views of 8th grade students on digital game-based English language learning as a foreign language (EFL). A total of 69 students between the ages of 12 and 14 participated in the study. Students' vocabulary acquisition skills were tested using a web 2.0 application called "Quizziz." The study utilized a…
Descriptors: Instructional Effectiveness, Evaluation Methods, Video Games, Game Based Learning
John Duplice – Vocabulary Learning and Instruction, 2025
The present study investigates the use of generative strategies and their effect on second language (L2) vocabulary retention and learner confidence in vocabulary knowledge over time. Generative strategies (or generation) are one in a group of learning methods known as desirable difficulties -- strategies that improve long-term learning by adding…
Descriptors: Vocabulary Development, Second Language Learning, Second Language Instruction, Learning Strategies
Bahari, Akbar – Open Learning, 2022
Adopting the focus on form (FonF) practice model, the effectiveness of game-based collaborative vocabulary learning (GBCVL) was tested as a tool to develop vocabulary size and depth with a focus on dynamicity and nonlinearity of second language (L2) learner motivation. To improve the measures, a mixed-methods approach was used on a sample of 95…
Descriptors: Game Based Learning, Cooperative Learning, Vocabulary Development, Blended Learning
Hsiu-Lien Tu – Educational Process: International Journal, 2025
Background/purpose: This research aimed to evaluate the impact of integrating the WSQ-based flipped learning method with cooperative learning on speaking performance among English as a Foreign Language (EFL) learners. Addressing the challenges EFL learners face in oral proficiency, the study sought to determine whether this innovative pedagogical…
Descriptors: Cooperative Learning, Flipped Classroom, Speech Communication, Pronunciation
Alsina Naudi, Anna – L2 Journal, 2022
One of the major challenges for any L2 teacher is to integrate vocabulary components into a course. Determining what words to select in order to satisfy the goals of the course and what instructional methodology best suits the purpose of vocabulary learning are not easy tasks. Even more difficult is dealing with the formulaic terminology of a…
Descriptors: Instructional Design, Second Language Learning, Second Language Instruction, Vocabulary Development
Dang, Thi Ngoc Yen; Lu, Cailing; Webb, Stuart – Applied Linguistics, 2023
Open access academic lectures are potential sources for incidental vocabulary learning. These lectures are available in various formats (transcripts, audios, videos, and video with captions), but no studies have compared the learning of vocabulary in these lectures through different input modes. This study adopted a pretest-posttest design to…
Descriptors: Access to Information, Lecture Method, Incidental Learning, Vocabulary Development
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)
Motamedynia, Masoud; Nasrollahi Shahri, Naseh – Canadian Journal of Applied Linguistics / Revue canadienne de linguistique appliquée, 2022
This study investigated the lexical demands of English-as-an-additional-language (EAL) and general-audience podcasts and their potential for incidental vocabulary learning. Two corpora (i.e., one EAL and one general-audience) comprising 1,188,512 tokens were analyzed to determine the necessary vocabulary knowledge to reach 90% and 95% coverage.…
Descriptors: English (Second Language), Second Language Learning, Incidental Learning, Vocabulary Development
Chiu-Jung Chen; Pei-Lin Liu – Educational Technology & Society, 2025
This research examined the possibility of using Immersive Virtual Reality (IVR), Content and Language Integrated Learning (CLIL), and Total Physical Response (TPR) as a new method of teaching English as a Foreign Language (EFL) students. This study sought to explore the potential benefits of this integration of methodologies in order to facilitate…
Descriptors: Computer Simulation, Second Language Learning, Teaching Methods, English (Second Language)