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Showing 16 to 30 of 1,151 results Save | Export
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Mimouni, Abderrahim – Education and Information Technologies, 2022
This study investigated whether reflective class feedback (RCF) boosts the effectiveness of mobile gamified quizzing in enhancing active learning in higher education. A quasi-experimental non-equivalent group design was adopted in this study to measure the effect of mobile gamified quizzing with and without RCF on students' achievement. Two intact…
Descriptors: Handheld Devices, Active Learning, Gamification, Tests
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Figueiredo, Sandra – Journal of Computer Assisted Learning, 2023
Background: As more people around the globe become immigrants or refugees, an increasingly popular subsection of research has aimed to investigate how these populations use mobile-assisted language learning (MALL) to learn the language(s) of the host country. Objectives: This study examines how the language learning, inclusion and self-regulation…
Descriptors: Computer Assisted Instruction, Second Language Instruction, Second Language Learning, Immigrants
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Fei V. Lim; Weimin Toh – Teaching English with Technology, 2024
This article reports on a systematic review of research studies published from 2010 to 2021 on the use of apps for learning in the secondary English as a Second Language (ESL) classroom. We extracted relevant information such as the studies' country/region, research design, sample size, students' age, apps' names to conduct a thematic analysis to…
Descriptors: Literature Reviews, Educational Technology, Handheld Devices, Computer Oriented Programs
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Yun Bai – SAGE Open, 2024
This mixed-methods study examined the effectiveness of Rosetta Stone, a mobile-based language learning application, on Chinese EFL students' listening, speaking, foreign language enjoyment (FLE), and foreign language anxiety (FLA). Two groups of intermediate Chinese EFL students from a language institute, with 33 students in the control group and…
Descriptors: English (Second Language), Second Language Learning, Telecommunications, Handheld Devices
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Anthony Brandy; Phil Hiver – Studies in Second Language Learning and Teaching, 2024
In this single-case study with a quasi-experimental design, we set out to examine the role of two input-based features of the language learning app Duolingo on learners' development of implicit and explicit second language (L2) knowledge. We investigated the effect of Duolingo's Stories feature and Podcast feature on two Spanish-L2 learners'…
Descriptors: Second Language Learning, Spanish, Educational Technology, Audio Equipment
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Sri Wahyuni; Nur Hidayanto Pancoro Setyo Putro; Anwar Efendi – Advanced Education, 2024
Notwithstanding the increase in research on artificial intelligence-infused English language learning, several issues remain inadequately addressed. Thus, this paper provides a systematic review and analyzes previous studies to pinpoint fruitful knowledge gaps and outline approaches for future research directions. Two approaches, bibliometric and…
Descriptors: Artificial Intelligence, Educational Trends, Technology Uses in Education, Handheld Devices
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Cinamon Sunrise Bailey; Tolulope Famaye; Deepika Sistla; Katherine Mulholland – AERA Online Paper Repository, 2024
Adult immigrants, who are learning English in the U.S., often face challenges obtaining educational, social, and economic resources due to linguistic difficulties. These learners need additional access to real-world opportunities to use and practice English. This case study examines how two adults in the southeastern U.S. used a mobile augmented…
Descriptors: Computer Simulation, Handheld Devices, Educational Opportunities, Adult Students
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Zammit, Jacqueline – Asian-Pacific Journal of Second and Foreign Language Education, 2022
The EULALIA (Enhancing University Language courses with an App powered by game-based learning and tangible user interface activities) project aimed to enhance the learning methodologies of four university language courses for Erasmus students in Italy, Malta, Poland and Spain by developing innovative and effective learning tools based on mobile…
Descriptors: Handheld Devices, Game Based Learning, Semitic Languages, Foreign Countries
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Banban Li; Wenhan Shen; Yue Ding; Miroslaw Pawlak; Mariusz Kruk – Language Teaching Research Quarterly, 2025
Mobile apps have surged in popularity, enhancing the effectiveness of more traditional second or foreign language (L2) teaching and enabling independent L2 learning. Drawing on control-value theory, the present research examined the role of students' control-value appraisals in enhancing behavioral engagement via enjoyment and boredom in specific…
Descriptors: Foreign Countries, Handheld Devices, Computer Oriented Programs, Electronic Learning
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Hasan Alisoy; Zarifa Sadigzade – Educational Process: International Journal, 2025
Background/purpose: This study provides a comparative review of mobile applications and traditional classroom methods in English vocabulary acquisition. It explores whether mobile-assisted vocabulary learning (MAVL) results in better retention, engagement, and productive vocabulary use among ESL learners. The study also aims to identify underlying…
Descriptors: Vocabulary Development, Handheld Devices, Computer Oriented Programs, Electronic Learning
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Bradley, Linda; Bartram, Lorna; Al-Sabbagh, Khaled Walid; Algers, Anne – Interactive Learning Environments, 2023
Learning the language is crucial to be included in a new society. For migrants, the smartphone is a commonly used device for staying connected, which could also be used for language learning purposes. This research concerns mobile literacy with newly arrived Arabic speaking migrants to Sweden and the use of mobile learning as a means for…
Descriptors: Second Language Learning, Arabic, Immigrants, Handheld Devices
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Eryigit, Gülsen; Bektas, Fatih; Ali, Ubey; Dereli, Bihter – Computer Assisted Language Learning, 2023
Grammatical information, embedded at the word level, makes the acquisition of morphologically rich languages quite complex as well as the language exercise generation process for teachers. This study introduces a new gamification approach for complex morphology learning and aims to analyze the students' perceptions towards it. In this approach,…
Descriptors: Grammar, Morphology (Languages), Gamification, Student Attitudes
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Gou, Ping – Education and Information Technologies, 2023
The purpose of the study is to determine the effectiveness of mobile applications in conjunction with the students' online collaboration in the educational environment of Chinese colleges (the context of learning English). The students were selected from all those who study English in their educational programs. At the first stage, they passed a…
Descriptors: English (Second Language), Second Language Learning, Electronic Learning, Handheld Devices
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Zixi Li; Curtis J. Bonk; Chen Zhou – Interactive Technology and Smart Education, 2024
Purpose: This study aims to investigate a unique approach to learning languages through self-directed online learning. Specifically, it explores the self-management abilities and skills learners need while learning a language outside traditional classroom settings when using mobile-assisted learning technology. Design/methodology/approach: A…
Descriptors: Self Management, Independent Study, Second Language Learning, Electronic Learning
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Andi Hamzah Fansury; Ali Wira Rahman; Rampeng; Andi Hamsiah – Journal of Education and Learning (EduLearn), 2025
Technology in the learning process can assist in providing teaching materials to students, making it easier for students, teachers, and parents to react whenever and wherever they are; facilitate and assist in the preparation of materials sourced from the internet; as well as assist in simulating, visualizing the learning process in a structured,…
Descriptors: Student Needs, Handheld Devices, Computer Software, Educational Technology
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