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Hyona Park – English Teaching, 2023
This study investigated how student-centered learning affects first-year college students' perceptions of and construction of investment in English learning. After finishing two reading assignments using a student-centered approach, 50 students completed open-ended written surveys, and 15 students participated in open-ended interviews. Thematic…
Descriptors: Student Centered Learning, English (Second Language), Second Language Learning, Second Language Instruction
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Sangmin-Michelle Lee – ReCALL, 2023
In recent years, the number of studies investigating the effectiveness of using digital games for incidental second language (L2) vocabulary learning has been rapidly increasing; however, there is still a lack of research identifying the factors that affect incidental L2 vocabulary learning. Hence, the current study examined vocabulary-related…
Descriptors: Second Language Learning, Vocabulary Development, Retention (Psychology), Game Based Learning
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Mohammad Hassanzadeh; Mostafa Ranjbar – Language Teaching Research, 2025
While research into various dimensions of language learning strategies has been thriving over the recent years, grammar learning strategies (GLS) have largely remained under-explored. The present mixed methods research aimed to explore GLS in the three stages of classroom grammar tasks, while striving to determine the sequence of GLS and their…
Descriptors: Grammar, Metacognition, Second Language Learning, Second Language Instruction
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Joko Slamet; Yazid Basthomi; Francisca Maria Ivone; Evi Eliyanah – Journal of Educators Online, 2025
In English for Specific Purposes (ESP) education, the synergy between autonomous learning, gamified Massive Open Online Course (MOOC) platforms, and self-directed learning (SDL) frameworks is underexplored. Despite recognizing autonomous learning's significance in language education, there is a lack of in-depth analysis of their interaction within…
Descriptors: MOOCs, Student Attitudes, English for Special Purposes, Second Language Learning
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Hsiu-Lien Tu – Educational Process: International Journal, 2025
Background/purpose: This research aimed to evaluate the impact of integrating the WSQ-based flipped learning method with cooperative learning on speaking performance among English as a Foreign Language (EFL) learners. Addressing the challenges EFL learners face in oral proficiency, the study sought to determine whether this innovative pedagogical…
Descriptors: Cooperative Learning, Flipped Classroom, Speech Communication, Pronunciation
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Amir Reza Rahimi; Zahra Mosalli – Smart Learning Environments, 2025
Researchers have significantly explored language learners' attitudes toward ChatGPT through the lens of technology acceptance models, particularly with its development and integration into computer-assisted language learning (CALL). However, further research in this area is necessary to apply a theoretical framework with a pedagogical-oriented…
Descriptors: Second Language Learning, Second Language Instruction, Artificial Intelligence, Technology Uses in Education
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Reuben H. Esteban; Unaree Taladngoen – THAITESOL Journal, 2025
This study examines the use of evidentials in the 21 Independent Study (IS) manuscripts of EFL undergraduates across three learning contexts: onsite, online, and hybrid. The analysis reveals significant shifts in the use of evidentials, particularly during the online and hybrid phases, reflecting how these contexts influence academic writing…
Descriptors: Novices, English (Second Language), Second Language Instruction, Second Language Learning
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J. Priyanto Widodo; Lailatul Musyarofah; Joko Slamet – MEXTESOL Journal, 2025
Gamification-based instruction learning design can enhance students' conceptual knowledge and academic achievement by reversing before-class and in-class activities. This strategy raises the issue of students having to learn independently, especially for self-directed learning (SDL), where students often struggle. To create a flipped classroom for…
Descriptors: Teaching Methods, Game Based Learning, Instructional Design, Academic Achievement
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Sahar Zahed Alavi – Iranian Journal of Language Teaching Research, 2025
Following Dynamic Systems Theory (Thelen & Smith, 1994) and Sociocultural Theory (Vygotsky, 1978), this study compared the developmental paths of low and high-achieving EFL individuals and dyads, considering production features of complexity, accuracy, and fluency (CAF). The participants included six MA students majoring in Industrial Design…
Descriptors: Systems Approach, Sociocultural Patterns, Learning Theories, Comparative Analysis
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Muhammadheesam Mayuroh; Shigenori Wakabayashi; Jun Iio – LEARN Journal: Language Education and Acquisition Research Network, 2025
This study investigates the impact of collaboration classes through the internet carried out amongst Thai and Japanese students under the Students Meet Internationally through Language Education (SMILE) project on a group of Thai high school students in a rural area. This study examines how online collaboration classes increased their confidence…
Descriptors: Internet, Cooperative Learning, Second Language Learning, Second Language Instruction
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Jintao Yang; Geng Liang; Wei Zhang – International Journal of Web-Based Learning and Teaching Technologies, 2025
Although learner interactions in forums are well-documented, research on instructor engagement strategies in MOOC forums and their impact on forum dynamics is limited. This study offers a distinctive approach by categorizing instructor strategies into four types: communicative, integrative, task-oriented, and non-interventionist. Six prominent…
Descriptors: MOOCs, Teacher Student Relationship, Plagiarism, Active Learning
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Chen, Hsiu-Ling; Liao, Yen-Chun – Journal of Educational Computing Research, 2022
Digital learning has become an inevitable trend with many benefits for students' learning performance and motivation. However, Virtual Reality, a pervasive mode of digital learning nowadays, has incurred ambivalence among teachers over the years due to its high cost and other technical concerns. Panoramic image VR (PIVR) is a cost-efficient…
Descriptors: Computer Simulation, Simulated Environment, Work Environment, Vocational High Schools
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García-Álvarez, Amanda; Serradell-López, Enric – Research on Education and Media, 2022
This article presents a research work that is aimed at developing a gamified system and a questionnaire to analyse, in a subsequent phase, how the motivation of university students of Spanish as a second language changes in a gamification context. The article is part of the data-collection phase for a doctoral thesis. Here, we discuss the…
Descriptors: Spanish, Second Language Learning, Second Language Instruction, Learning Motivation
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Bahari, Akbar – Open Learning, 2022
Adopting the focus on form (FonF) practice model, the effectiveness of game-based collaborative vocabulary learning (GBCVL) was tested as a tool to develop vocabulary size and depth with a focus on dynamicity and nonlinearity of second language (L2) learner motivation. To improve the measures, a mixed-methods approach was used on a sample of 95…
Descriptors: Game Based Learning, Cooperative Learning, Vocabulary Development, Blended Learning
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Fang, Jian-Wen; Hwang, Gwo-Jen; Chang, Ching-Yi – Interactive Learning Environments, 2022
Based on the Technology-Based Learning Model, the present study reviewed open online language learning research published in the Scopus database from 2009 to 2018, with a focus on research design, sample size, learning devices, target languages, language skills, the learners' education level, the learners' language proficiency level, learning…
Descriptors: Journal Articles, Second Language Learning, Second Language Instruction, MOOCs
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