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Taoues Hadour Myers – NECTFL Review, 2025
Learning a world language offers many benefits, including positive impacts on cognitive development, memory skills, and problem-solving abilities. However, enrollments in language programs, including French, are declining in American universities. Due to the high cost of college, students and parents may not see French as a lucrative field of…
Descriptors: Role Playing, Educational Games, Teaching Methods, Second Language Learning
Yagcioglu, Ozlem – Online Submission, 2022
Learning and teaching second language skills requires many different techniques and approaches. In the modern world, students have many opportunities to learn many different languages with the help of technology and with the help of many different modern and traditional approaches. Embodied cognition approach plays a great role in second language…
Descriptors: Schemata (Cognition), Second Language Learning, Second Language Instruction, Class Activities
Zhang, Ruofei; Zou, Di; Xie, Haoran – Computer Assisted Language Learning, 2022
Spaced repetition has been widely implemented and examined in mobile-assisted word learning as an important learning strategy. However, the nature of spaced repetition by commercial word-learning apps and the factors leading to the favoured mobile-assisted spaced repetition have yet to be investigated in authentic contexts. In this study, we coded…
Descriptors: Computer Assisted Instruction, Teaching Methods, English (Second Language), Second Language Learning
Yürük, Nurcihan – Journal of Educational Technology and Online Learning, 2019
Games or gamified activities blended with traditional ways of teaching can be implemented as a useful strategy in foreign language classrooms. Gamification as a novel pedagogical approach offers opportunities in accordance with game elements and techniques that can be applied in nongame context like classroom. This study is about an online free…
Descriptors: Second Language Learning, Second Language Instruction, Teaching Methods, Student Attitudes
Kozyar, Mykhaylo M.; Nanivska, Lidiia L.; Romanyshyna, Oksana Ya.; Romanyshyn, Andriy M.; Yakimets, Yurii M. – International Journal of Higher Education, 2020
Modernization of the military system and its content has enhanced the value of the foreign language as a subject aimed at the formation of communicative competence of future officers. It mainly concerns a professional language, which is an obligatory part of the cadets' professional training. One of the main tasks of foreign language training of…
Descriptors: Communicative Competence (Languages), Second Language Learning, Second Language Instruction, Military Personnel
Little, Sabine – Journal of Multilingual and Multicultural Development, 2019
Heritage language families inhabit multiple languages, literacies and cultures. Enabling children to participate in heritage language and culture has beneficial effects in terms of identity, and cognitive development. Games-based technologies are opening up avenues for playful engagement with heritage language and literacy, but little is known…
Descriptors: Heritage Education, Multilingualism, Second Language Learning, Second Language Instruction
Ju Seong Lee, Editor; Di Zou, Editor; Michelle Mingyue Gu, Editor – New Language Learning and Teaching Environments, 2024
This edited book explores the integration of technology into English language education, with a particular focus on extracurricular and extramural contexts. The editors and an international team of scholars discuss how English teachers can critically and systematically design and implement language activities inside and outside the classroom to…
Descriptors: Guides, English (Second Language), Second Language Instruction, Second Language Learning
Hemmi, Akiko; Narumi-Munro, Fumiko; Alexander, Wilma; Parker, Helen; Yamauchi, Yoko – British Journal of Educational Technology, 2014
Game consoles have been adopted as a learning platform in school education. However, there is a scarcity of studies examining the utility of games consoles with built-in WiFi as affordable learning platforms in universities. This paper contributes to knowledge about the capacity of the Nintendo DSi to create new learning spaces mediated and…
Descriptors: Educational Games, Educational Technology, Technology Uses in Education, Computer Software
Sahrir, Muhammad Sabri; Alias, Nor Aziah; Ismail, Zawawi; Osman, Nurulhuda – Turkish Online Journal of Educational Technology - TOJET, 2012
The design and development research, first proposed by Brown and Collins in the 1990s, is currently among the well-known methods in educational research to test theory and validate its practicality. The method is also known as developmental research, design research, design-based research, formative research and design-cased and possesses…
Descriptors: Foreign Countries, Educational Research, Semitic Languages, Usability
Lu, Jie; Meng, Sue; Tam, Vincent – Educational Media International, 2014
This paper describes a project, including the design, development, and use of a mobile application (referred to as application hereafter) for learning Chinese as a second language in a bilingual primary school. The application was designed for iPod Touch Apple technology with the purpose to facilitate learning of a fundamental set of 200 Chinese…
Descriptors: Teaching Methods, Educational Technology, Telecommunications, Elementary School Students
Sadeghi, Karim; Dousti, Masoumeh – English Language Teaching, 2013
In the twenty-first century, integration of technology into education is a force worthy of contemplation. Among all the possible technological tools that can be integrated into EFL classes, computers seem to have achieved a more dominant position. One of the outstanding features of computers is their potential to present educational games and to…
Descriptors: Second Language Learning, Second Language Instruction, English (Second Language), Technology Integration
Berns, Anke; Gonzalez-Pardo, Antonio; Camacho, David – Computers & Education, 2013
This paper presents our recent experiences with the design of game-like applications in 3-D virtual environments as well as its impact on student motivation and learning. Therefore our paper starts with a brief analysis of the motivational aspects of videogames and virtual worlds (VWs). We then go on to explore the possible benefits of both in the…
Descriptors: Educational Games, German, Second Language Instruction, Language Tests
Griva, Eleni; Semoglou, Klio – English Language Teaching, 2012
This paper outlines the rationale for and the purpose of designing and implementing a project aiming to make very young EFL learners develop their language skills through their involvement in interactive psychomotor activities. The project, which is a part of a broader longitudinal project having introduced EFL in the first primary school grade,…
Descriptors: Foreign Countries, English (Second Language), Second Language Instruction, Second Language Learning
Zapata-Rivera, Diego; VanWinkle, Waverely; Doyle, Bryan; Buteux, Alyssa; Bauer, Malcolm – Interactive Technology and Smart Education, 2009
Purpose: The purpose of this paper is to propose and demonstrate an evidence-based scenario design framework for assessment-based computer games. Design/methodology/approach: The evidence-based scenario design framework is presented and demonstrated by using BELLA, a new assessment-based gaming environment aimed at supporting student learning of…
Descriptors: Feedback (Response), Urban Schools, Measurement, Psychometrics
Studabaker, Anne – PC/Computing, 1988
Describes three IBM compatible French language software packages: (1) "Ticket to Paris," a tourist searches for his cousin answering questions on culture, language, history, art, banking, and shopping; (2) "La Guillotine," a French version of the hangman game; and (3) "Bataille de Mots," tutors on 450 French nouns,…
Descriptors: Computer Software, Computer Software Reviews, Computer Uses in Education, Courseware
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