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Lu Yang; Rui Li – Journal of Educational Computing Research, 2024
While studies of contextualized game-based language learning (CGBLL) have to date gained a growing scholarly interest, there is still a lack of systematic review synthesizing its research trends regarding theoretical foundations, learning contexts, research foci and findings. To address the gap, this study collected data from the Web of Science…
Descriptors: Game Based Learning, Second Language Learning, Teaching Methods, Language Acquisition
Kittichai Nilubol; Pragasit Sitthitikul – PASAA: Journal of Language Teaching and Learning in Thailand, 2023
Gamification is a controversial topic in the field of education, with both proponents and opponents. However, what exactly gamification is and why it has become popular are worth exploring. This academic article first defines the terms "game" and "gamification" in order to differentiate them. Next, the article provides core…
Descriptors: Gamification, Teaching Methods, Games, Game Based Learning
Maria Diez-Ortega – ProQuest LLC, 2023
Research in digital game-based language learning (DGBLL) has shown support for the use of games to develop linguistic knowledge and social skills in the second language (L2) classroom (Cornillie et al., 2012c; Reinhardt, 2019; Sykes & Reinhardt, 2013). Digital games often align with the definition of tasks, but not many have been intentionally…
Descriptors: Game Based Learning, Second Language Learning, Video Games, Technology Uses in Education
Hsu, Ting-Chia; Chang, Ching; Liang, Yi-Sian – IEEE Transactions on Learning Technologies, 2023
The study explores the effects of an interdisciplinary learning approach on developing students' English learning (EL) and computational thinking (CT) through two different game-based learning approaches. A quasi-experiment is conducted to evaluate the effectiveness of this approach in terms of enhancing students' CT knowledge and their EL…
Descriptors: Elementary School Students, Grade 3, Interdisciplinary Approach, Computation
Tang, Joni Tzuchen – Interactive Learning Environments, 2023
This is a comparative study that explores preschoolers' English vocabulary acquisition in Taiwan and tries to look for a better pedagogy. After Taiwan's government announced the policy of developing a "Bilingual Nation," English is the second language in Taiwan. The reforming of English instruction is in urgent need. Under this…
Descriptors: Preschool Children, Second Language Learning, English (Second Language), Vocabulary Development
Ibrahim Yasar Kazu; Murat Kuvvetli – Asian Journal of Education and Training, 2024
The purpose of this research is to evaluate the effectiveness of Duolingo's game-based methodology in improving speaking proficiency within mobile language learning, while also examining the specific attributes and strategies contributing to its success and exploring implications for language education and learner optimization. Given the growing…
Descriptors: Handheld Devices, Second Language Learning, Computer Oriented Programs, Language Fluency
Naoko Taguchi – Language Teaching, 2024
Learning pragmatics involves learning linguistic forms and their communicative functions as well as the context where the form-function relationships are realized. Given its socially grounded, context-sensitive nature, pragmatics may be best learned in a technology-enhanced environment that provides direct access to contextualized communicative…
Descriptors: Pragmatics, Language Acquisition, Game Based Learning, Video Games
Lin, Grace Hui Chin – Online Submission, 2020
This research was aimed at investigating the pedagogical roles of computer games (Hao et al, 2019, Chen & Hsu, 2019). It explored the impact of computer "mixed with language" (White et al, 2019) training, using simulation games, upon language acquisition and diverse daily-life knowledge. In a teacher preparation university of western…
Descriptors: Game Based Learning, Teaching Methods, Computer Games, Training
Lewin, Cathy; Smith, Andrew; Morris, Stephen; Craig, Elaine – Education Endowment Foundation, 2019
The Education Endowment Foundation (EEF) review of the impact of digital technology on learning, "The Impact of Digital Technology on Learning: A Summary for the Education Endowment Foundation. Full Report" (Higgins et al., 2012) (ED612174), found positive benefits but noted that how technology is used (the pedagogy) is key and that…
Descriptors: Technology Uses in Education, Educational Improvement, Influence of Technology, Foreign Countries