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Taoues Hadour Myers – NECTFL Review, 2025
Learning a world language offers many benefits, including positive impacts on cognitive development, memory skills, and problem-solving abilities. However, enrollments in language programs, including French, are declining in American universities. Due to the high cost of college, students and parents may not see French as a lucrative field of…
Descriptors: Role Playing, Educational Games, Teaching Methods, Second Language Learning
Yagcioglu, Ozlem – Online Submission, 2022
Learning and teaching second language skills requires many different techniques and approaches. In the modern world, students have many opportunities to learn many different languages with the help of technology and with the help of many different modern and traditional approaches. Embodied cognition approach plays a great role in second language…
Descriptors: Schemata (Cognition), Second Language Learning, Second Language Instruction, Class Activities
Budasi, I. Gede; Ratminingsih, Ni Made; Agustini, Ketut; Risadi, Md. Yudyantara – International Journal of Instruction, 2020
The purpose of this study was to investigate whether there was a significant effect of Power Point game on young learners' learning motivation and English achievement involving learners' perception of it. Based on the characteristics of quantitative research methods, the post-test only control group quasi-experimental design was used to test the…
Descriptors: Computer Software, Student Motivation, Academic Achievement, Student Attitudes
Zhang, Ruofei; Zou, Di; Xie, Haoran – Computer Assisted Language Learning, 2022
Spaced repetition has been widely implemented and examined in mobile-assisted word learning as an important learning strategy. However, the nature of spaced repetition by commercial word-learning apps and the factors leading to the favoured mobile-assisted spaced repetition have yet to be investigated in authentic contexts. In this study, we coded…
Descriptors: Computer Assisted Instruction, Teaching Methods, English (Second Language), Second Language Learning
Ma. Mercedes T. Rodrigo; Jaclyn Ocumpaugh; Walfrido David Diy; Monica Moreno; Marco De Santos; Nigel Cargo; Jose Lacson; Daniel Santos; Danna Aduna; Jose Isidro Beraquit; Rex Bringula; Marie Rianne M. Caparros; Anne Tan Choi; Steve Ladan; Jaclyn Lim; Dominique Marie Antoinette Manahan; Jhoanna Michelle G. Paterno; Kristine Saturinas; Emily Tabanao; Christine Tablatin; Jo Torres; Kaska Porayska-Pomsta; Ibukun Olatunji; Rose Luckin – Computer-Based Learning in Context, 2019
Filipino learners' lack of English language proficiency is a major barrier to higher education opportunities and participation in high-value industries. Computer-based learning systems have the potential to increase educational quality, equity, and efficacy in the Global South. However, a key challenge is to design systems that are developmentally…
Descriptors: Foreign Countries, English (Second Language), Second Language Learning, Computer Games
Yürük, Nurcihan – Journal of Educational Technology and Online Learning, 2019
Games or gamified activities blended with traditional ways of teaching can be implemented as a useful strategy in foreign language classrooms. Gamification as a novel pedagogical approach offers opportunities in accordance with game elements and techniques that can be applied in nongame context like classroom. This study is about an online free…
Descriptors: Second Language Learning, Second Language Instruction, Teaching Methods, Student Attitudes
Sinnott, Mark; Xia, Ling Angela – International Journal of Computer-Assisted Language Learning and Teaching, 2020
This software review evaluates the Moodle plugin Level Up, which aims to add a gamification element to this commonly-used online education platform. The reviewers report their use of the plugin, describing its strengths, weakness and future potential. In doing so, they share their experiences of using it during a recent project that developed a…
Descriptors: Computer Software Reviews, Online Courses, Integrated Learning Systems, Educational Games
Kozyar, Mykhaylo M.; Nanivska, Lidiia L.; Romanyshyna, Oksana Ya.; Romanyshyn, Andriy M.; Yakimets, Yurii M. – International Journal of Higher Education, 2020
Modernization of the military system and its content has enhanced the value of the foreign language as a subject aimed at the formation of communicative competence of future officers. It mainly concerns a professional language, which is an obligatory part of the cadets' professional training. One of the main tasks of foreign language training of…
Descriptors: Communicative Competence (Languages), Second Language Learning, Second Language Instruction, Military Personnel
Little, Sabine – Journal of Multilingual and Multicultural Development, 2019
Heritage language families inhabit multiple languages, literacies and cultures. Enabling children to participate in heritage language and culture has beneficial effects in terms of identity, and cognitive development. Games-based technologies are opening up avenues for playful engagement with heritage language and literacy, but little is known…
Descriptors: Heritage Education, Multilingualism, Second Language Learning, Second Language Instruction
Ju Seong Lee, Editor; Di Zou, Editor; Michelle Mingyue Gu, Editor – New Language Learning and Teaching Environments, 2024
This edited book explores the integration of technology into English language education, with a particular focus on extracurricular and extramural contexts. The editors and an international team of scholars discuss how English teachers can critically and systematically design and implement language activities inside and outside the classroom to…
Descriptors: Guides, English (Second Language), Second Language Instruction, Second Language Learning
Queirós, Ricardo, Ed. – IGI Global, 2018
In the digital age, online courses have progressed as popular modes of learning that provide interactive and collaborative learning in educational settings. The open education movement is enabled by the internet and combines the sharing of ideas, resources, and practices among all people in order to advance ideas and knowledge to a new generation…
Descriptors: Large Group Instruction, Online Courses, Educational Technology, Technology Uses in Education
Sasi, Sabri; Chang, Maiga; Altinay-Aksal, Fahriye; Kayimbasioglu, Dervis; Dervis, Huseyin; Kinshuk; Altinay-Gazi, Zehra – EURASIA Journal of Mathematics, Science & Technology Education, 2017
Early childhood quality education is a cornerstone in educational development. Many countries have started to develop their own preschool educational system in accordance with the European Union Standards, where learning English language and using technology are prerequisites. In this research, the peace context was used as a mediator for learning…
Descriptors: Preschool Children, Early Childhood Education, Educational Technology, Technology Integration
Regional Educational Laboratory Mid-Atlantic, 2015
This webinar provided an overview of the research behind literacy for second language learners, the different variables that influence a second language learners' reading abilities, and strategies to improve instruction for these students. Drawing from her research and experience, Dr. Esther Geva discussed the different skills and variables that…
Descriptors: English Language Learners, Seminars, Web Based Instruction, Computer Software
Sahrir, Muhammad Sabri; Alias, Nor Aziah; Ismail, Zawawi; Osman, Nurulhuda – Turkish Online Journal of Educational Technology - TOJET, 2012
The design and development research, first proposed by Brown and Collins in the 1990s, is currently among the well-known methods in educational research to test theory and validate its practicality. The method is also known as developmental research, design research, design-based research, formative research and design-cased and possesses…
Descriptors: Foreign Countries, Educational Research, Semitic Languages, Usability
Connolly, Thomas M.; Stansfield, Mark; Hainey, Thomas – Computers & Education, 2011
Over the last decade, Alternate Reality Games (ARGs), a form of narrative often involving multiple media and gaming elements to tell a story that might be affected by participants' actions, have been used in the marketing and promotion of a number of entertainment related products such as films, computer games and music. This paper discusses the…
Descriptors: Foreign Countries, Research Design, Student Attitudes, Learning Activities