Publication Date
In 2025 | 0 |
Since 2024 | 1 |
Since 2021 (last 5 years) | 2 |
Since 2016 (last 10 years) | 2 |
Since 2006 (last 20 years) | 3 |
Descriptor
Children | 3 |
Computer Games | 3 |
Second Language Learning | 3 |
Foreign Countries | 2 |
Access to Computers | 1 |
After School Programs | 1 |
Chinese | 1 |
College Students | 1 |
Computer Software | 1 |
Decision Making | 1 |
English (Second Language) | 1 |
More ▼ |
Publication Type
Journal Articles | 3 |
Reports - Research | 2 |
Reports - Evaluative | 1 |
Education Level
Higher Education | 1 |
Postsecondary Education | 1 |
Audience
Laws, Policies, & Programs
Assessments and Surveys
What Works Clearinghouse Rating
Hee Jin Bang; Eric Setoguchi; Alison Mackey; Akiko Fujii – Studies in Second Language Acquisition, 2024
Digital educational game-based apps can be effective in helping young children develop language skills, particularly when paired with formal instruction. However, we need to know more about how educational games benefit learning in the absence of formal instruction, given children's proficiency with and willingness to use mobile devices anytime,…
Descriptors: Foreign Countries, Second Language Learning, Second Language Instruction, Computer Software
Ensmann, Suzanne – TechTrends: Linking Research and Practice to Improve Learning, 2021
Imagine producing curricula to teach a new language to an audience in a different country that has never had access to computers or the Internet. How will instructional designers and teachers communicate when worlds are so vastly different? Before reading, writing, or speaking, images and movement facilitate communication. This article describes a…
Descriptors: Computer Games, Game Based Learning, Access to Computers, Internet
Si, Mei – International Journal of Artificial Intelligence in Education, 2015
Second language acquisition after the students have learned their first language is a unique process. One major difference between learning a foreign language and one's mother tongue is that second language learning is often facilitated with digital media, and in particular, through interacting with computers. This project is aimed at leveraging…
Descriptors: Chinese, Second Language Learning, Computer Games, Virtual Classrooms