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Matt Kessler; Shawn Loewen; Talip Gönülal – Computer Assisted Language Learning, 2025
Despite the influx of research examining various aspects of mobile-assisted language learning (MALL) applications (apps) over the past two decades, there have been no head-to-head studies that have investigated the comparative effectiveness of different mobile apps. The current study addresses this gap by directly comparing two of the most…
Descriptors: Handheld Devices, Telecommunications, Technology Uses in Education, Second Language Learning
Hossein Kargar Behbahani; Sedigheh Karimpour – Education and Information Technologies, 2025
This study examined the effect of mobile-mediated dynamic assessment on reading comprehension and reading fluency skills of Iranian L2 learners. With 50 Iranian L2 learners, randomly assigned to the experimental and control groups, a pretest-posttest control group design was used. Whereas the control group received traditional instructor…
Descriptors: Foreign Countries, Second Language Learning, English (Second Language), Reading Comprehension
Jose Belda-Medina – Contemporary Educational Technology, 2025
This study investigates the impact of augmented reality (AR) on vocabulary and content learning, as well as attitudes, in a content and language integrated learning (CLIL) setting. The research, based on convenience sampling, involved 162 secondary education students from three schools, divided into an experimental group (EG) and a control group…
Descriptors: Content and Language Integrated Learning, Simulated Environment, Vocabulary Development, Language Acquisition
Miguel Blázquez-Carretero – ReCALL, 2023
In 2016, Lawley proposed an easy-to-build spellchecker specifically designed to help second language (L2) learners in their writing process by facilitating self-correction. The aim was to overcome the disadvantages to L2 learners posed by generic spellcheckers (GSC), such as that embedded in Microsoft Word. Drawbacks include autocorrection,…
Descriptors: Second Language Learning, Spanish, Spelling, Error Correction
Zelitta Marsha Nabilla; Tono Suwartono; Dodi Mulyadi; Testiana Deni Wijayatiningsih; Titis Sulistyowati; Wakhudin Wakhudin – Educational Process: International Journal, 2025
Background/purpose: Despite its informal setting, it is astonishing that the members of online English-speaking club (ESC) are adept at speaking. Employing a mixed-methods approach, more specifically a descriptive case study, this study aimed to evaluate the ESC contribution to its members' speaking competence development, to examine their…
Descriptors: Foreign Countries, English (Second Language), Second Language Learning, Clubs
Tai, Tzu-Yu; Chen, Howard Hao-Jan; Todd, Graeme – Computer Assisted Language Learning, 2022
VR technology allows learners to access simulated, immersive and interactive virtual environments to perform authentic learning activities. In particular, VR has emerged as a valuable tool for L2 learning. However, VR research has tended to pay more attention to desktop-based VR than to VR via mobile-rendered HMDs, leaving the potentials of VR…
Descriptors: Computer Simulation, Educational Technology, English (Second Language), Second Language Learning
Ruofei Zhang; Gary Cheng; Di Zou – Language Learning & Technology, 2025
Digital game-based vocabulary learning (DGBVL) integrates key game elements such as Challenges, Rewards, Human-Computer Interactions (HCI), Multimedia, and Fantasy. Although the overall effectiveness of digital games in enhancing English-as-a-foreign-language (EFL) vocabulary knowledge development is well-established, the specific roles of…
Descriptors: Vocabulary Development, Computer Games, English (Second Language), Learner Engagement
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
Asma Alsahil – Innovation in Language Learning and Teaching, 2025
Purpose: Despite substantial research on students' perceptions of collaborative writing, only a few studies have provided a deep understanding of their perceptions and attitudes toward computer-supported collaborative writing (CSCW). Previous studies have examined learners' perceptions and attitudes using questionnaires or interviews at a specific…
Descriptors: Student Attitudes, English (Second Language), Second Language Learning, Collaborative Writing
Yongluan Ye; Regina Kaplan-Rakowski – British Journal of Educational Technology, 2024
Holding learners' attention is challenging, especially when they are asked to listen to long passages. High-immersion virtual reality (VR) can immerse learners in listening tasks, even in such complex languages as Chinese. This exploratory study examined the effect of VR on 43 Chinese language learners' listening comprehension, enjoyment, sense of…
Descriptors: Computer Simulation, Chinese, Second Language Learning, Technology Uses in Education
Quantifying the Impact of ASR-Based Instruction: What Does the "iSpraak" Platform Learner Data Show?
Dan Nickolai – The EUROCALL Review, 2024
Computer-assisted Pronunciation Training (CAPT) tools have become increasingly dependent on Automatic Speech Recognition (ASR) technology to provide automated corrective pronunciation feedback to learners. The extent to which ASR-based tools measurably improve second language (L2) pronunciation is of great interest to language educators globally,…
Descriptors: Computer Assisted Instruction, Pronunciation, Technology Uses in Education, Second Language Learning
María de los Ángeles Gómez González; Alfonso Lago Ferreiro – Language Learning & Technology, 2024
Previous research has established that phonetics has been marginalized within language teaching, proving to be particularly challenging for learners in EFL contexts. This paper presents EPSSML (https://www.usc.gal/multimlab/), an e-learning platform designed within Mayer's (2008, 2009) Cognitive Theory of Multimedia Learning to instruct English…
Descriptors: Computer Assisted Instruction, Pronunciation, Electronic Learning, Phonetics
Svetlana Poleschuk; Thomas Dreesen; Barbara D'Ippolito; Joaquin Carceles Martinez Lozano – UNICEF Innocenti - Global Office of Research and Foresight, 2023
In Italy, more than 700,000 asylum seekers and migrants arrived in the country between 2014-2020. Newly arrived children including refugees and migrants need to quickly acquire Italian skills to succeed in school and society. To help address this urgent need, the Akelius digital learning application was introduced in Bologna and Rome for Italian…
Descriptors: Educational Technology, Educational Practices, Independent Study, Italian
Koyo Ogawa – Technology in Language Teaching & Learning, 2025
Virtual reality (VR) has attracted increasing interest for its potential to enhance second language acquisition through immersive and interactive experiences. However, effectively integrating VR with established language teaching pedagogy remains a critical challenge. This study addresses that gap by embedding the principles of task-based language…
Descriptors: Computer Simulation, Second Language Learning, Learning Activities, Technology Uses in Education
Saman Ebadi; Asieh Amini – Interactive Learning Environments, 2024
Artificial Intelligence (AI) technology in the educational context, particularly chatbotics, has made significant changes in learning English. This mixed-methods study is intended to explore university students' attitudes toward the potential role of artificial intelligence (AI)-assisted mobile applications. Meanwhile, the role of social presence…
Descriptors: Artificial Intelligence, Educational Technology, English (Second Language), Second Language Learning

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