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Buendgens-Kosten, Judith – JALT CALL Journal, 2022
The potential of games to support language learning and acquisition -- be it in the digital wilds or in the foreign language classroom -- has often been discussed. In this article, I will look at digital games from an explicitly plurilingual perspective. I describe five existing games that demonstrate a plurilingual outlook (Romanica, MElang-E,…
Descriptors: Metalinguistics, Second Language Learning, Second Language Instruction, Teaching Methods
Damar Isti Pratiwi; Sri Wuli Fitriati; Issy Yuliasri; Budi Waluyo – Asian-Pacific Journal of Second and Foreign Language Education, 2024
While gamified technology integration in vocabulary instruction within a flipped classroom has yielded beneficial teaching outcomes, specific studies have raised concerns about potential adverse effects linked to this approach. As a result, conducting a comparative analysis between gamified technology and conventional paper-based methods within…
Descriptors: Teaching Methods, Vocabulary Development, Game Based Learning, Comparative Analysis
McLeod, Aida Koçi – English Teaching Forum, 2020
Paraphrasing is a productive exercise for students at the intermediate level because it develops capability in both directions: the cognitive capability to comprehend and the linguistic capability to express ideas autonomously--that is, without needing to copy from the original or from a model. However, for students at this level, paraphrasing is…
Descriptors: Game Based Learning, Educational Games, Language Proficiency, English (Second Language)
Alexander Frank García Vaquero; Maria Alcantud Diaz – Digital Education Review, 2023
This article examines how technology-enhanced inquiry-based learning (IBL) affected students' language acquisition and the evolution of motivation in the subject of English as a Foreign Language (EFL). Furthermore, this study presents a proposal for the collaboration of the subjects of Spanish and English, using translanguaging to establish…
Descriptors: Robotics, English (Second Language), Second Language Learning, Second Language Instruction
Pratiwi, Damar Isti; Waluyo, Budi – Malaysian Journal of Learning and Instruction, 2022
Purpose: This study examined the integration of task and game-based learning into an online Test of English as a Foreign Language (TOEFL) preparatory course taught at two Indonesian higher education institutions (HEI) over a period of 20 online class meetings totaling 40 class hours. Methodology: Using a single-case experimental design, it engaged…
Descriptors: English (Second Language), Second Language Instruction, Undergraduate Students, Foreign Countries
Ibarra Santacruz, Diana; Hidalgo Dávila, Helda Alicia; Silvana Paredes Castillo, Erika – MEXTESOL Journal, 2020
The purpose of this case study was to examine the effects of games for working memory training to enhance language learning in low performance students given that a considerable body of research has demonstrated that, among other factors, working memory may account for individual differences in linguistic achievement. The population consisted of…
Descriptors: Games, Game Based Learning, Training, English (Second Language)
Nozhovnik, Oleh; Harbuza, Tetiana; Teslenko, Natalia; Okhrimenko, Olena; Zalizniuk, Viktoriia; Durdas, Alla – International Journal of Educational Methodology, 2023
The purpose of this study was to examine the potential impact of integrating the Smart Sender platform to gamify and automate L2 e-classes on students' motivation, English language proficiency in reading and language use, engagement, and attitudes towards the platform. This experimental research employed a quasi-experimental design, specifically a…
Descriptors: Second Language Learning, Second Language Instruction, Artificial Intelligence, Computer Assisted Instruction
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
Mat Husin, Mohd Zulfadli; Azmuddin, Ruhil Amal – Educational Process: International Journal, 2022
Background/purpose: Game-based learning is becoming increasingly popular among educators in higher institutions. However, it can be a daunting task for educators to ascertain which of the currently available game-based learning platforms best suits their learners' needs. This study explored the suitability of Kahoot! as one of the most commonly…
Descriptors: Learner Engagement, English (Second Language), Second Language Learning, Second Language Instruction
Orejuela, Jerome G.; Tolin, Marife R.; Soreta, Myla O.; Ocampo, Darrel M. – Online Submission, 2022
The study aimed to determine the effectiveness of gamifying instruction in the English language proficiency of Grade 8 Filipino ESL students in one University in Bicol, Philippines, that offers Junior High School. The quasi-experimental single pretest-posttest design was used in the study. The researcher-made test which underwent series of…
Descriptors: Foreign Countries, English (Second Language), Second Language Learning, Second Language Instruction
Souribio, Christine N. – Online Submission, 2023
"Gamification is the process of using game thinking and game dynamics to engage audiences and solve problems", Zichermann (2011). The aim of this research is to facilitate the least-learned competencies in the English subject of students of Grade 8 in Tupi National High School for the academic year 2022-2023. With this, the researcher…
Descriptors: Problem Solving, Game Based Learning, High School Students, Language Tests
Cabrera-Solano, Paola – International Journal of Educational Methodology, 2022
This study aimed to analyze the effect of game-based learning (GBL) through the use of Genially in English as a foreign language (EFL) online instruction. The participants were 61 EFL undergraduate students, who were distributed into an experimental group (32 students), and a control group (29 students). Their ages ranged from 22 to 56 years old,…
Descriptors: Game Based Learning, Higher Education, Academic Achievement, Student Attitudes
Nikolov, Marianne; Timpe-Laughlin, Veronika – Language Teaching, 2021
Given the exponential growth in the popularity of early foreign language programs, coupled with an emphasis of evidence-based instruction, assessing young learners' (YLs) foreign language abilities has moved to center stage. This article canvasses how the field of assessing young learners of foreign languages has evolved over the past two decades.…
Descriptors: Second Language Learning, Second Language Instruction, Measurement, Second Language Programs
Vallorani, Cecilia Maria; Gibert, Isabel; Tuffnell, Christopher – International Journal of Mobile and Blended Learning, 2022
This study examines the use of gamification as an innovative assessment approach to foreign language learning with 12-14-year-old students. A mixed methodology has been applied. Quantitative data have been collected from formative non-gamified and gamified assessments. Qualitative data was collected from a student questionnaire. The results were…
Descriptors: Second Language Learning, Second Language Instruction, Computer Games, Game Based Learning