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Mohtar, Syahida; Jomhari, Nazean; Omar, Nor Azyra; Mustafa, Mumtaz Begum Peer; Yusoff, Zulkifli Mohd – Education and Information Technologies, 2023
Mobile learning and gamification are becoming increasingly popular, especially in education. Numerous researches suggest that mobile learning apps with gamification can improve student learning. However, there are fewer studies that analyze the gamification effects and usability of mobile apps for middle-aged women. The aim of this study is to…
Descriptors: Usability, Handheld Devices, Electronic Learning, Educational Technology
Gi-Zen Liu; Jalil Fathi; Masoud Rahimi – Journal of Computer Assisted Learning, 2024
Background: The impact of digital gamified language learning on language achievement has been corroborated in the literature; however, its impact on language achievement, especially in the English as a foreign language (EFL) context needs further investigation. In addition, the related literature has not sufficiently confirmed the impact of…
Descriptors: Gamification, Academic Achievement, Second Language Learning, Student Attitudes
Makhanova, Zhanna; Arynbayeva, Rimma; Pavlovskaya, Olga – Education and Information Technologies, 2023
The purpose of the research is to study the effectiveness of the methodological approach based on the use of podcasts in the study of Russian as a foreign language. The study involved 110 students studying Russian randomly selected from a representative sample. They were asked to listen and watch podcasts in and out of class twice a week for 4.5…
Descriptors: Russian, Second Language Learning, Second Language Instruction, Instructional Effectiveness
Lillian C. Jones – ProQuest LLC, 2024
Text messaging is the most popular form of communication (Lionbridge, 2019; Ceci, 2022), and mobile phone ownership is high, especially among university students (Chen & Denoyelles, 2013). Research on mobile language learning is increasingly found on the forefront of computer-assisted language learning (CALL) (Loewen et al., 2019; Stockwell,…
Descriptors: Telecommunications, Written Language, Handheld Devices, Second Language Learning
Hassane Benlaghrissi; L. Meriem Ouahidi – Smart Learning Environments, 2024
Combining mobile-assisted language learning (MALL) with project-based learning (PBL) might be the potential framework for enhancing EFL learners' speaking skills. However, only a few studies have scrutinised the impact of modern technologies on project work. More importantly, investigating how MALL, as a new field within ICT with unique…
Descriptors: Computer Assisted Instruction, Telecommunications, Handheld Devices, Second Language Learning
Zakian, Maryam; Xodabande, Ismail; Valizadeh, Mohammadreza; Yousefvand, Mohammad – Asian-Pacific Journal of Second and Foreign Language Education, 2022
The importance of vocabulary knowledge as one of the most challenging aspects of foreign language learning has been widely acknowledged. In order to facilitate learning vocabulary items in English by language learners, mobile assisted vocabulary learning attracted considerable attention in recent years. Nevertheless, the application of mobile…
Descriptors: English (Second Language), Second Language Learning, Vocabulary Development, Instructional Effectiveness
Watcharapol Wiboolyasarin; Nattawut Jinowat – Iranian Journal of Language Teaching Research, 2024
The increasing popularity of mobile dual-language learning applications (apps) in the education industry has led to a growing interest in investigating their effectiveness. However, there is a paucity of research investigating mobile apps specifically designed for speakers learning dual languages. Accordingly, this study utilised a qualitative…
Descriptors: Elementary School Teachers, Foreign Countries, Handheld Devices, Computer Oriented Programs
Neda M. Maenza; Tijana Gajic – Research in Pedagogy, 2024
Innovative concepts coupled with cutting-edge digital advancements have ushered in a transformative era for English language learners worldwide. This research delves into the efficacy of the WordUp mobile application in facilitating the acquisition of new English vocabulary. The application has notably organized English words based on their…
Descriptors: Student Attitudes, English (Second Language), Second Language Learning, Second Language Instruction
Lih-Ching Chen Wang; Eddie T. C. Lam; Chong Xiao – International Journal of Technology in Education, 2023
This study examined the effectiveness of Memrise application in motivating American middle school students to learn Chinese as a foreign language (CFL). Participants (N = 27) in the study were middle school students enrolled in CFL courses in an urban public middle school in the Midwestern region of the United States. During the study, the…
Descriptors: Chinese, Second Language Learning, Middle School Students, Instructional Effectiveness
Yong Zeng – ProQuest LLC, 2023
This dissertation delves into the pedagogical implications of handheld/mobile game features on EFL learners' vocabulary learning outcomes. The research is segmented into two comprehensive studies. The first study, a systematic review spanning from 2011 to July 2022, scrutinizes empirical research detailing the correlation between various game…
Descriptors: Educational Technology, Handheld Devices, Game Based Learning, English (Second Language)
Dragonflame, Chrystal Sapphire; Olsen, Amanda A.; Tommerdahl, Jodi M. – ORTESOL Journal, 2021
With over 91% of Americans now owning cellular devices (PEW Research Center, 2019), mobile applications (apps), like those used for foreign language learning (FLL), are becoming increasingly popular (Yu, 2019). However, it is unclear what research has been conducted to determine how effective mobile apps are at teaching foreign languages. To…
Descriptors: Electronic Learning, Handheld Devices, Computer Assisted Instruction, Computer Software
Nima Dorji; Nipaporn Sakulwongs – THAITESOL Journal, 2024
The study was aimed to examine the use of Mobile Assisted Language Learning (MALL) through Cake application in improving speaking skill of grade 6 Bhutanese ESL students and to find out students' learning satisfaction about the use of MALL through Cake. A quasi-experimental research design was incorporated by selecting one section of 30…
Descriptors: Foreign Countries, Handheld Devices, Second Language Learning, English (Second Language)
Chen, Hong-Ren; Lin, Wen-Shan; Hsu, Tien-Yu; Lin, Tzu-Chun; Chen, Nian-Shing – IEEE Transactions on Learning Technologies, 2023
Research on the use of augmented reality technology in museums is mostly limited to scientific knowledge. The use of wearable device technology learning materials to benefit students in the process of English learning has been somewhat explored, along with differences in students' learning styles and their influence on students' learning…
Descriptors: Educational Games, Museums, Situated Learning, Cognitive Style
Mega Fitri Wulandari; Irfiani Bakri – Journal of English Teaching, 2023
The study aims to investigate the effectiveness of MALL application using in the classroom. One of Mobile Assisted Language Learning (MALL) application used is Quizlet. The study employs a Classroom Action Research approach to assess the impact of Quizlet on third semester of Business Management students' vocabulary mastery. The data collection…
Descriptors: Business Administration Education, Tests, Electronic Learning, Second Language Learning
Pingmuang, Pawarit; Koraneekij, Prakob – Electronic Journal of e-Learning, 2022
The purposes of this research were 1) to study the user experience and needs of EFL students and teachers in learning English writing skills; 2) t to design and develop a mobile-assisted language learning (MALL) application, teaching writing procedure, and writing activities; and 3) to implement a MALL application and, teaching writing procedure…
Descriptors: Handheld Devices, Second Language Learning, Gamification, Writing Skills