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Foreign Language Classroom…1
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Showing 1 to 15 of 30 results Save | Export
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Ahmad Syawaluddin; Nur Aeni – Discover Education, 2025
This study looks at how utilizing digital versions of classic games specifically Snakes and Ladders can help young learners learn more vocabulary in English. The study focuses on how digital versions of classic games can improve primary school students' vocabulary learning and retention. A quasi-experimental approach was used, with a control group…
Descriptors: Educational Technology, Technology Uses in Education, Vocabulary Development, English (Second Language)
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Art Tsang; Christelle Davis – Asia-Pacific Education Researcher, 2024
Emotions have received widespread attention in the education field globally thanks to the greater emphasis on well-being in recent times. Against this backdrop and the fact that foreign language (FL) education is increasingly common from a young age, this study set out to investigate what FL "classroom activities" children find most…
Descriptors: Well Being, Psychological Patterns, Student Attitudes, Second Language Learning
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Shen Qiao; Samuel Kai Wah Chu; Susanna Siu-sze Yeung – Computer Assisted Language Learning, 2025
Morphological analysis is a form of problem solving to work out the meanings of unfamiliar words by applying knowledge of morphemes. It has emerged recently as an important predictor of reading comprehension. However, while gamification can potentially be used to teach this skill, few studies have examined its use. To address this, a…
Descriptors: Game Based Learning, English (Second Language), Second Language Learning, Second Language Instruction
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Nantapit Pittayanantakul; Pilanut Phusawisot – Journal of Education and Learning, 2024
Speaking skills are considered one of the most crucial skills in learning English as they lay the foundation for effective communication and language acquisition. Proficiency in speaking enables young learners to express themselves, convey ideas, and communicate effectively. This quasi-experimental research aims to investigate the effect of board…
Descriptors: Foreign Countries, English (Second Language), Second Language Learning, Language Proficiency
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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
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Qiao, Shen; Chu, Samuel Kai Wah; Shen, Xiaoai; Yeung, Susanna Siu-sze – Journal of Computer Assisted Learning, 2022
Background: Morphological awareness (MA) is the awareness and ability to manipulate morphemes, the smallest units of meaning in a language. It is identified as a strong cognitive precursor of word reading and reading comprehension. The current MA instructions are limited to classroom settings and delivered by teachers or experimenters. Few studies…
Descriptors: Middle School Students, English (Second Language), Second Language Learning, Game Based Learning
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Sasithida Saraiwang; Kanoknate Worawong – PASAA: Journal of Language Teaching and Learning in Thailand, 2023
This study aimed to determine the effects of a teaching model combining Task-Based Learning (TBL) and Game-Based Learning (GBL), called the Orientation Performance Presentation Analysis Application (OPPAA) model, developed by the researchers, on primary students' English proficiency and to explore teachers' and students' opinions of the model. The…
Descriptors: Task Analysis, Teaching Methods, Game Based Learning, English (Second Language)
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Norphealey Eang; Sirirat Petsangsri; John Morris – LEARN Journal: Language Education and Acquisition Research Network, 2025
English writing and critical thinking are not only fundamental to academic success but also play a crucial role for the holistic development of primary students. This study investigated the effects of a cloud-based gamified instruction integrating peer assessment on primary student English writing and critical thinking. A pre- and post-test with a…
Descriptors: Game Based Learning, Computer Software, Grade 6, Critical Thinking
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Frederick J. Poole; Matthew D. Coss; Jody Clarke-Midura – Language Learning & Technology, 2025
This study explored the use of stealth assessments within a digital game to assess second language (L2) Chinese learners' reading comprehension. Log data tracking learners' in-game behaviors from a game designed for Chinese dual language immersion classrooms (Poole et al., 2022) were used to construct Bayesian Belief Networks to model reading…
Descriptors: Second Language Instruction, Second Language Learning, Reading Comprehension, Game Based Learning
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Yang, Yu-Fen; Goh, Alexis P. I.; Hong, Yi-Chun; Chen, Nian-Shing – Computer Assisted Language Learning, 2023
Few studies have focused on the comparison between collaborative and individual digital game-based learning (DGBL) performance for students who study English as a Foreign Language (EFL). In collaborative DGBL, how the composition of foreign language anxiety (FLA) within groups of students affects students' performance remains uncertain. This study…
Descriptors: Elementary School Students, Second Language Learning, Anxiety, Cooperation
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Yu-Fen Yang; Wen-Min Hsieh; Wing-Kwong Wong; Yi-Chun Hong; Siao-Cing Lai – Computer Assisted Language Learning, 2024
Foreign Language Anxiety (FLA) is considered a central affective factor influencing English as a Foreign Language (EFL) learning. This study thus developed an online simulation game to create a virtually situated learning environment for reducing EFL primary school students' FLA levels and improving their English vocabulary learning. A total of…
Descriptors: Foreign Countries, English (Second Language), Second Language Learning, Second Language Instruction
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Jia-Hua Zhao; Patcharin Panjaburee; Gwo-Jen Hwang; Wararat Wongkia – Interactive Learning Environments, 2024
Scholars have suggested English classrooms with sufficient context and fun activities to increase English performance and promote learning motivation. With the rapid growth of technology-enhanced learning, virtual reality (VR) has become increasingly popular in English learning. Using VR without a well-designed learning environment, however, may…
Descriptors: Foreign Countries, Metacognition, Game Based Learning, Computer Simulation
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España-Delgado, José Antonio – HOW, 2023
The COVID-19 pandemic changed the way education was being taught. Due to school closures to prevent the spread of the disease, the education system resorted to distance learning to grant students' learning process. This research article reports a mixed-method study on technological resources and their impact on motivation during online lessons.…
Descriptors: Student Attitudes, Gamification, Online Courses, Second Language Learning
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Nephawe, Farisani Thomas – Journal of English Teaching, 2023
Competence in the use of prepositions is versatile because they mark special relationships between persons, objects, and locations. However, using prepositions of time is challenging for many. The research investigated embodied pedagogical game approach in learning selected prepositions of time by Grade 7 English First Additional Language learners…
Descriptors: Form Classes (Languages), Time, Reliability, Grade 7
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Heng-Sheng Lin; Chih-Yun Chiang; Cheng-Wei Huang; Chao-Cian Wu; Shuo-Jun Hong – International Journal of Game-Based Learning, 2025
Taiwanese students learn Chinese from 3 years old using Bopomofo (Zhuyin Fuhao), but they still struggle with spelling and reading, even in middle school. Thus, we guided students still struggling to read Chinese text to use their logical skills and creativity to incorporate the Bopomofo phonetic alphabet into the Rummikub strategy board game.…
Descriptors: Foreign Countries, Learning Motivation, Active Learning, Feedback (Response)
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