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Richards, Jack C. – RELC Journal: A Journal of Language Teaching and Research, 2015
There are two important dimensions to successful second language learning: what goes on inside the classroom and what goes on outside of the classroom. While language teaching has always been seen as a preparation for out-of-class uses of language, much of the focus in language teaching in the past has typically been on classroom-based language…
Descriptors: Second Language Learning, Literacy, Second Language Instruction, Teacher Education
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Mohsen, Mohammed Ali – Journal of Educational Computing Research, 2016
One of the main issues in language learning is to find ways to enable learners to interact with the language input in an involved task. Given that computer-based simulation allows learners to interact with visual modes, this article examines how the interaction of students with an online video simulation affects their second language video…
Descriptors: Computer Simulation, Computer Assisted Instruction, English (Second Language), Second Language Instruction
Lee, Yoonhee Naseef – ProQuest LLC, 2012
The goal of this research was to understand the different kinds of learning that take place in "Mod The Sims" (MTS), an online "Sims" gaming community. The study aimed to explore users' experiences and to understand learning practices that are not commonly observed in formal educational settings. To achieve this goal, the…
Descriptors: Computer Games, Learning, Literacy, Computer Simulation
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Ke, Fengfeng; Abras, Tatiana – British Journal of Educational Technology, 2013
In this paper, we describe an in situ study that examined the diverse design features and effects of three pre-algebra games for middle school children who have either challenges with learning or different language backgrounds. Data were collected through in-field observation, artifact analysis, school performance report and knowledge test during…
Descriptors: Algebra, Middle School Students, Learning Disabilities, Computer Games
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Sundqvist, Pia – Research-publishing.net, 2013
The main aim of the present paper is to introduce a model for digital game categorization suitable for use in English language learning studies: the Scale of Social Interaction (SSI) Model (original idea published as Sundqvist, 2013). The SSI Model proposes a classification of commercial off-the-shelf (COTS) digital games into three categories:…
Descriptors: Classification, English (Second Language), Second Language Learning, Computer Games
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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
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Sundqvist, Pia; Sylvén, Liss Kerstin – ReCALL, 2014
This paper presents findings from a study investigating young English language learners (YELLs) in Sweden in 4th grade (N = 76, aged 10-11). Data were collected with the help of a questionnaire and a one-week language diary. The main purpose was to examine the learners' L2 English language-related activities outside of school in general, and their…
Descriptors: English (Second Language), Second Language Learning, Foreign Countries, Grade 4
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Sánchez, Inmaculada Arnedillo, Ed.; Isaias, Pedro, Ed. – International Association for Development of the Information Society, 2018
These proceedings contain the papers of the 14th International Conference on Mobile Learning 2018, which was organised by the International Association for Development of the Information Society, in Lisbon, Portugal, April 14-16, 2018. The Mobile Learning 2018 Conference seeks to provide a forum for the presentation and discussion of mobile…
Descriptors: Electronic Learning, Educational Research, Data Collection, Data Analysis
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Liang, Mei-Ya – Computer Assisted Language Learning, 2012
This article reports on an explorative case study which, in the first place, aimed to ascertain different types of foreign language play in online role-playing in "Second Life," and which, secondly aimed to describe how various sources of contextual support can explain this foreign language play. Students' written conversation was…
Descriptors: Learning Activities, Semantics, Vignettes, Computer Games
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Chen, Julian ChengChiang – Research-publishing.net, 2014
English as a foreign language (EFL) learners' language use in 3-D virtual environments is a vibrant avenue that still deserves more research attention in the field of CALL. To contribute research and pedagogical implications to the current Second Life (SL) literature, this study aims to examine EFL adult learners' use of communication strategies…
Descriptors: Case Studies, Second Language Learning, Second Language Instruction, Learning Strategies
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Thorne, Steven L.; Fischer, Ingrid; Lu, Xiaofei – ReCALL, 2012
Multiplayer online games form complex semiotic ecologies that include game-generated texts, player-to-player communication and collaboration, and associated websites that support in-game play. This article describes an exploratory study of the massively multiplayer online game (MMO) "World of Warcraft" ("WoW"), with specific…
Descriptors: Interpersonal Communication, Interaction, Literacy, Linguistics
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Rama, Paul S.; Black, Rebecca W.; van Es, Elizabeth; Warschauer, Mark – ReCALL, 2012
What are the affordances of online gaming environments for second language learning and socialization? To answer this question, this qualitative study examines two college-age Spanish learners' experiences participating in the Spanish language version of the massively multi-player online game "World of Warcraft." Using data culled from participant…
Descriptors: Computer Assisted Instruction, Second Language Learning, Participant Observation, Computer Games
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De Grove, Frederik; Van Looy, Jan; Mechant, Peter – International Journal of Game-Based Learning, 2013
Learning opportunities offered by digital games have become an important research topic in recent years. Language learning is one of the areas in which games could prosper but the question then is whether these should be specialized language-learning games or commercial off-the-shelf games for entertainment. The goal of this paper is to compare…
Descriptors: German, Comparative Analysis, Second Language Learning, Second Language Instruction
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Chik, Alice – Language Learning & Technology, 2014
The relationship between digital game play and second language (L2) learning is a particularly tricky issue in East Asia. Though there is an emerging presence of Chinese online games, many more young people are playing the English- or Japanese-language versions of the most popular commercial off-the-shelf (COTS) video games. In other words, most…
Descriptors: Foreign Countries, Video Games, Second Language Learning, Educational Technology
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Cornillie, Frederik; Clarebout, Geraldine; Desmet, Piet – ReCALL, 2012
This paper aims to provide a rationale for the utility of corrective feedback (CF) in digital games designed for language learning, with specific reference to learners' perceptions. Explicit and elaborate CF has the potential to increase learners' understanding of language, but might not be found useful in a game-based learning environment where…
Descriptors: Educational Games, Computer Games, Goal Orientation, Experiential Learning
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