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Shu-Fei Hsieh; Hyun-Joo Oh – Journal of Pan-Pacific Association of Applied Linguistics, 2025
Drawing on reflective data from Taiwanese EFL university students, this study investigated how learners interpreted and applied Oxford's Strategic Self-Regulation (S2R) Model in an authentic classroom context. During an 18-week semester, students submitted reflective entries documenting their engagement with 19 S2R strategies. A total of 681…
Descriptors: College Freshmen, Learning Strategies, Learning Processes, Reflection
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Zola Chi-Chin Lai – International Journal of Adult Education and Technology, 2025
This study examined the impact of a blended teaching approach versus traditional instruction on listening comprehension and strategy use among EFL students in a Taiwanese university. Using a quasi-experimental design, 103 low-intermediate students were divided into experimental (n=52) and control (n=51) groups over 18 weeks. The experimental group…
Descriptors: Blended Learning, Second Language Learning, Second Language Instruction, English (Second Language)
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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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Yi-Mei Chen – Asia-Pacific Education Researcher, 2025
The current study investigates how second language (L2) learners' metacognition integrates practice strategies in self-regulated learning to develop speaking abilities. A Metacognitive Practice Speaking Strategy (MPSS) model was developed to explore specific configurations of metacognitive knowledge, metacognitive strategies, and practice…
Descriptors: Teaching Methods, Learning Processes, Metacognition, Second Language Instruction
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Keng-Chih Hsu; Neil E. Barrett; Gi-Zen Liu – Computer Assisted Language Learning, 2025
With the rise of augmented reality (AR) and context-aware ubiquitous learning (CAUL), pedagogical designers in computer assisted language learning are increasingly developing authentic English for Specific Purposes (ESP) learning environments. However, there has been little research regarding the development of evidence-based principles for…
Descriptors: Tourism, English for Special Purposes, Second Language Instruction, Second Language Learning
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Ting-Chia Hsu; Ching Chang; Tien-Hsiu Jen – Interactive Learning Environments, 2024
Young learners' vocabulary learning needs interaction with language input when they are engaged in an activity. Given that AI-supported image recognition technologies offer hands-on learning in authentic contexts, and that self-regulated learning (SRL) enables learners to monitor and evaluate their learning when interacting with multi-sensory…
Descriptors: Metacognition, Multisensory Learning, Vocabulary Development, Learning Strategies
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Yu-Fen Yang; I-Chun Lee; Christine Chifen Tseng; Siao-Cing Lai – Journal of Research on Technology in Education, 2025
This study investigated how a digital game-based learning (DGBL) environment affected low- (LP) and high-proficiency (HP) primary school students' self-regulated learning strategies and vocabulary development. Data were collected from 62 sixth graders (20 LP and 20 HP students) who learned English as a Foreign Language (EFL). The statistics…
Descriptors: Independent Study, Learning Strategies, Vocabulary Development, Computer Games
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Jo-Chi Hsiao; Chiung-Fang Chang; Ken-Zen Chen – Online Learning, 2025
While Massive Open Online Courses (MOOCs) are widely used in higher education, their application and effectiveness for high school students, especially English as a Foreign Language (EFL) learners grappling with language barriers in English-Medium Instruction environments, remain underexplored. There is a recognized gap in understanding how high…
Descriptors: Foreign Countries, MOOCs, High School Students, Bilingual Students
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Chen, Yulin – Education and Information Technologies, 2023
This study investigated the motivation of Taiwanese undergraduate EFL students in learning English-to-Chinese translation and the intention to use a digital game-based learning app called CHEN-slate. The app, consisting of a learning zone, practice zone, and competition zone and including translation skills needed for actual translation practice,…
Descriptors: Translation, Game Based Learning, English (Second Language), Second Language Learning
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Mu-Hsuan Chou – Psychology in the Schools, 2025
Language mindsets influence learners' behavior, motivation, and strategic approaches to studying a language. These mindsets impact how learners perceive control and value in achievement activities, which, in turn, affect their achievement emotions and ultimately their learning strategies and academic performance. This study investigates the…
Descriptors: Language Attitudes, Study Habits, Learning Strategies, Second Language Learning
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Min Ching Chen; Tak-Wai Chan; Yu Hsin Chen – Interactive Technology and Smart Education, 2024
Purpose: Podcasting is a new mobile technology application for language learning. Drawing upon the stimulus-organism-response model and the interest driven creator (IDC) theory from e-learning, this study aims to develop and test an integrative conceptual framework. This study investigates contextual and environmental stimuli effects (content…
Descriptors: English (Second Language), Second Language Learning, Second Language Instruction, Audio Equipment
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Cheng-Tai Li; Huei-Tse Hou; Liang-Hsuan Lee – Language Teaching Research, 2025
Promoting English as a foreign language (EFL) students' reading comprehension, improving their reading motivation, and reducing their anxiety have always been the focus of EFL researchers. Educational board games have gradually received attention from educators. Various studies have found that board game-based teaching can improve students'…
Descriptors: Scaffolding (Teaching Technique), Educational Games, Teaching Methods, Reading Strategies
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Jia-Ying Lee – SAGE Open, 2024
This research was a quasi-experiment that examined the effects of CLIL in an educational context in Taiwan's higher education. Two groups of first-year undergraduate students were involved. One (65 students) was taught with CLIL; the other (59), the conventional approach. Their knowledge of the content and learning attitudes (self-efficacy and…
Descriptors: Content and Language Integrated Learning, Higher Education, Outcomes of Education, Second Language Learning
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Fan, Ting-Yu; Chen, Hsiu-Ling – Journal of Computer Assisted Learning, 2023
Background Study: English education has been promoted in Taiwan for many years. Recently, content and language integrated learning (CLIL) has received attention as an effective way to integrate English into real-life contexts. With advances in technology, digital storytelling is suitable for students to develop multiple skills such as narrating…
Descriptors: Cooperative Learning, Content and Language Integrated Learning, Elementary School Students, Electronic Learning
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Yuda Lai – Asia-Pacific Education Researcher, 2025
This study investigated the relative effects of constructivist and non-constructivist versions of Cognitive Linguistics-based Processing Instruction (CLPI) on enhancing Taiwanese EFL learners' pragmatic competence in making requests. Both approaches integrated cognitive linguistics with the Processing Instruction model but differed in course…
Descriptors: Constructivism (Learning), Cognitive Processes, Second Language Learning, English (Second Language)
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