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Ng, Mun Pei; Alias, Norlidah; Dewitt, Dorothy – Malaysian Journal of Learning and Instruction, 2022
Purpose: Gamification is an effective method to boost students' academic achievement and engagement in second language learning. This study aimed to test the effectiveness of the gamification application, Class Dojo, among Year 4 pupils who are learning Mandarin as a Second Language (MSL). It also sought to investigate how the MSL learners became…
Descriptors: Mandarin Chinese, Diaries, Comparative Analysis, Second Language Learning
Munuyand, Thulasirani A/P; Husain, Salina; Abdul Jabar, Mohd Azidan; Jusoh, Zuraini – Asian Journal of University Education, 2021
For teaching and learning Malay language grammar, there are many types of online assessment tools and applications have been developed in Malaysia. One such application is Quizizz, a game-based online quiz that facilitates teaching and learning. The purpose of this research is to measure the effectiveness of Quizizz application to teach and learn…
Descriptors: Language Tests, Indonesian Languages, Grammar, Teaching Methods
Vasileiadou, Ioanna; Makrina, Zafiri – English Language Teaching, 2017
The purpose of this research was to investigate the effectiveness of computer games in learning English as a foreign language and the extent to which they increase motivation in young students. More particularly, this research investigated the validity of the hypothesis that computer games are a particularly motivating means for young students to…
Descriptors: Computer Games, English (Second Language), Second Language Learning, Second Language Instruction
Marton, Ference; Pang, Ming Fai – Frontline Learning Research, 2013
In helping learners to make a novel meaning their own, such as when helping children to understand what a word means or teaching students a new concept in school, we frequently point to examples that share the aimed-at meaning but differ otherwise. This type of approach rests on the assumption that novel meanings can be acquired through the…
Descriptors: Novelty (Stimulus Dimension), Computer Games, Differences, Phenomenology
Sundqvist, Pia; Sylvén, Liss Kerstin – ReCALL, 2014
This paper presents findings from a study investigating young English language learners (YELLs) in Sweden in 4th grade (N = 76, aged 10-11). Data were collected with the help of a questionnaire and a one-week language diary. The main purpose was to examine the learners' L2 English language-related activities outside of school in general, and their…
Descriptors: English (Second Language), Second Language Learning, Foreign Countries, Grade 4
Sundqvist, Pia; Sylvén, Liss Kerstin – Research-publishing.net, 2012
This paper presents findings from a study investigating young Swedish learners' extramural (out-of-school) contact with English. In contemporary Sweden, the influx of English is great and research has shown that extramural contact with English correlates positively with students' proficiency in English (Olsson, 2011; Sundqvist, 2009; Sylvén,…
Descriptors: Foreign Countries, Computer Assisted Instruction, English (Second Language), Learning Activities
Baek, Youngkyun; Whitton, Nicola – IGI Global, 2013
In K-12 classrooms, as well as on the college and university level, the incorporation of digital games has played a vital role in the educational system. While introducing teachers to new fields, these digital games have been designed and implemented for the classroom and have shown positive results at a variety of educational levels. Cases on…
Descriptors: Foreign Countries, Educational Technology, Student Attitudes, Second Language Learning