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Poonsri Vate-U-Lan; Desmond Cahill – Cogent Education, 2024
This quasi-experimental research investigated the efficacy of applying the Society 5.0 concept to establish game-based learning on Metaverse Space for undergraduates in an international program in Bangkok, Thailand. The study was conducted in a Thai public university's international college with a population of six classes of junior university…
Descriptors: Foreign Countries, Academic Achievement, Game Based Learning, Multiple Choice Tests
Galal El-Din Abdel-Rahman, Esraa Ashraf; Abdel-Haq, Eman Mohammad; Aly, Mahsoub Abdel-Sadeq; Mahmoud Diah, Abeer Ali – Online Submission, 2021
The present study aimed at investigating the effect of Quizizz and Kahoot! applications on developing EFL vocabulary learning among freshmen students at Faculty of Education. The participants of the study consisted of 30 freshmen students enrolled in the English section at Faculty of Education, Benha University, Egypt. The study followed the…
Descriptors: English (Second Language), Second Language Learning, Vocabulary Development, College Freshmen
Pitoyo, Muhammad Dafit; Sumardi; Asib, Abdul – International Journal of Language Education, 2020
Assessment and technology are two components that are very important in education. Assessment is the core of education, which provides teachers much information from their students and technology helps to achieve the learning goal more easily. Teachers are able to take the advantages of the integration of technology and assessment to get really…
Descriptors: Language Tests, Testing Problems, Technology Integration, Computer Assisted Testing
Asiri, Mohammed J. – International Journal of Education and Practice, 2019
To motivate learners, teachers of English as a foreign language (EFL) are encouraged to use gaming elements, which can stimulate students take a more active role in the learning process. There are many free and informal online applications now available to support this model, but not all EFL teachers, particularly female ones, are inclined to…
Descriptors: Teacher Attitudes, Language Teachers, English (Second Language), Second Language Learning
Walsh, Rupert – Advances in Language and Literary Studies, 2021
Mobile Assisted Language Learning (MALL) is now common in extra-curricular language learning, but, more recently, teachers have increasingly sought ways to utilise MALL as a communicative classroom tool. Research into the extent that MALL can transform a whole communicative language course, and learners' impressions of such courses, is scarce.…
Descriptors: Teaching Methods, Communicative Competence (Languages), Computer Assisted Instruction, Telecommunications
Korkmaz, Sezen; Öz, Hüseyin – International Online Journal of Education and Teaching, 2021
With the advent of technology over the past decade, teachers have started to incorporate live games into second or foreign language (L2) teaching to create an active learning environment and thus keep learners engaged in learning tasks. The present study reports on the findings of an investigation into the impact of the online "Kahoot!"…
Descriptors: Computer Software, Teaching Methods, Second Language Learning, Second Language Instruction
Halim, Mohd Shakir Azfar Abdul; Hashim, Harwati; Yunus, Melor Md – Journal of Education and e-Learning Research, 2020
Some scholars believe that the English proficiency and literacy level among the pupils in this country is deteriorating alarmingly and to overcome this issue, many measures have been taken by the government. Research showed that this issue could be caused by lack of motivation among learners to use English in their lives. This study examined…
Descriptors: Student Motivation, English (Second Language), Second Language Learning, Second Language Instruction
Rahmi, Zelika – Advances in Language and Literary Studies, 2018
The objectives of the study was to know the difficult words encountered by the gamers and to know their strategies in translating this unknown word. The researcher used interview as the instrument to collect the material needed for this particular study. It is found that unknown word combined with certain feeling such as disappointment creates…
Descriptors: Translation, Computer Games, Vocabulary Development, English (Second Language)
Alzaid, Faten; Alkarzae, Nouf – Online Submission, 2019
Assessment has a significant influence on the process of teaching and learning. It is essential to close the gap between learners' performance and the target performance. The rapid changing of technology reached the assessment community by developing new and different ways of formative assessments. This paper is written to distinguish between…
Descriptors: Student Evaluation, Evaluation Methods, Computer Assisted Testing, Formative Evaluation
Al-Jarf, Reima – Online Submission, 2022
Vocabulary teaching and learning constitute a major problem for EFL instructors and students. EFL freshman students have difficulty in pronouncing, recognizing the meaning of, using and spelling new English words. Due to the COVID-19 Pandemic, all college courses have shifted to online distance learning since March 2020. Surveys with samples of…
Descriptors: Undergraduate Students, Self Efficacy, Student Surveys, Student Attitudes
Giralt, Marta; Murray, Liam – Research-publishing.net, 2019
At a recent TeCoLa3 project conference, Colpaert (2017) declared: "there is not enough evidence to suggest that technology has a direct effect on learning, not even virtual worlds. No, not even games… My hypothesis is… that the added value of technology depends on the designs of your learning environment on the one hand… and what I will talk…
Descriptors: Computer Games, Intercultural Communication, Computer Simulation, Teaching Methods
Lavrinenko, Iryna; Shevchenko, Iryna – Advanced Education, 2019
The article focuses on the issues of teaching turn-taking for ESP students in blended distance learning courses at B2 level. It lays the rationale for the use of film episodes of business interaction in distance learning highlighting turn-taking as an operational meta-discursive category. In multimodal cinematic discourse, turn-taking is performed…
Descriptors: English for Special Purposes, Second Language Learning, Second Language Instruction, Oral Language
Vasileiadou, Ioanna; Makrina, Zafiri – English Language Teaching, 2017
The purpose of this research was to investigate the effectiveness of computer games in learning English as a foreign language and the extent to which they increase motivation in young students. More particularly, this research investigated the validity of the hypothesis that computer games are a particularly motivating means for young students to…
Descriptors: Computer Games, English (Second Language), Second Language Learning, Second Language Instruction
Revithiadou, Anthi; Kourtis-Kazoullis, Vasilia; Soukalopoulou, Maria; Konstantoudakis, Konstantinos; Zarras, Christos – The EUROCALL Review, 2015
In this article we present an interactive extensible software, "The 7 Keys of the Dragon," for the teaching/learning of Albanian and Russian to students that attend primary and secondary education in Greece with the respective languages as their heritage languages. We address the key challenges we encountered during the conceptualization…
Descriptors: Computer Assisted Instruction, Heritage Education, Second Language Learning, Student Motivation
Adolescent English Language Learners' Second Language Literacy Engagement in World of Warcraft (WoW)
Li, Zhuo – ProQuest LLC, 2011
As noted by researchers (Funk, Hagen, & Schimming, 1999; Squire, 2006; Williams, 2003), many youth today spend more time playing in digital worlds than reading, or watching TV or films. Though many people, parents and teachers, still take video games as mere entertainment, "gaming culture" (Sanford & Madill, 2007) and "game…
Descriptors: Limited English Speaking, English (Second Language), Adolescents, Teaching Methods
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