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Aida Aubakirova; Sherubay Kurmanbayuly; Tatyana Akhmetova; Zhazira Koshanova; Kanat Smailova; Nazgul Bayekina – Journal of Social Studies Education Research, 2024
Upon examining the historical trajectory of literature, it becomes evident that literary works often incorporate terminology shaped by contemporary age and technological advancements. An essential consideration lies in understanding the influence of technology on language skill development, learner achievement, attitudes, and motivation in…
Descriptors: Technology Uses in Education, Vocabulary Development, Literature Appreciation, Foreign Countries
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Adnan Shehadeh – Anatolian Journal of Education, 2024
This study aimed to investigate students' reflections on using smartphones to enhance vocabulary learning. The sample consisted of 64 college students enrolled in required English as a Foreign Language (EFL) reading course. A twenty-two-item questionnaire was developed to elicit students' reflections on their experiences in terms of three aspects;…
Descriptors: Telecommunications, Handheld Devices, English (Second Language), Second Language Instruction
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Louis Lafleur – Technology in Language Teaching & Learning, 2024
Gamification in second language acquisition research is a popular topic, but there are few empirical comparative studies in the literature. This quasi-experimental mixed-approach study enrolled 77 Japanese university EFL learners to enable a comparison between two digital vocabulary flashcard learning software conditions carefully designed by the…
Descriptors: Second Language Instruction, Gamification, English (Second Language), Second Language Learning
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Li, Ke; Peterson, Mark; Wan, Jiahui – International Journal of Computer-Assisted Language Learning and Teaching, 2022
Despite the increasing awareness of digital games' potential for language learning, only a handful of studies focus on their integration into classrooms. Informed by bridging activities, this mixed methods case study recruited six students to engage in instructed gameplay in class and game-related activities after class. Both qualitative and…
Descriptors: Video Games, Second Language Learning, Academic Achievement, Learner Engagement
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Purwanto, Anton Adi; Syafryadin – Journal of English Teaching, 2023
The rise of technology has expanded a variety of interesting and new online-based learning aids for English. Duolingo app, which makes learning languages, especially English, easy, accessible, and effective. The objective of this study is to describe and observe the students' perceptions of using Duolingo software for vocabulary at Madrasah…
Descriptors: Computer Assisted Instruction, Second Language Learning, English (Second Language), Computer Software
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Yangin Ersanli, Ceylan – Novitas-ROYAL (Research on Youth and Language), 2023
The incorporation of technology has revolutionized the education industry, with augmented reality (AR) being one of the emerging technologies that exhibit great potential in educational settings. This study examines the efficacy of AR in enhancing vocabulary learning and retention among young 5th-grade learners. This study was conducted with 56…
Descriptors: Computer Simulation, Story Telling, Vocabulary Development, Retention (Psychology)
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Rajati Mariappan; Kim Hua Tan; Bromeley Philip – Journal of Education and Learning (EduLearn), 2025
Incorporating technology with linguistics has created opportunities to explore the effectiveness of grammar checkers in cultivating an autonomous learning culture among English as a second language (ESL) and English as a foreign language (EFL) learner. Even though there have been numerous studies on grammar checkers to cultivate autonomous…
Descriptors: Computational Linguistics, Computer Software, Grammar, Private Schools
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Ali Soyoof; Barry Lee Reynolds; Rustam Shadiev; Boris Vazquez-Calvo – Computer Assisted Language Learning, 2024
While the study of serious games has received due attention, few studies have investigated their potentials of simultaneously offering a route to both content and language acquisition. Understanding the interdisciplinary educational affordance of serious game play is significant, as it might provide game designers and teachers with insight into…
Descriptors: Computer Assisted Instruction, Computer Games, Second Language Learning, Second Language Instruction
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Ali Al Ghaithi; Behnam Behforouz; Hassan Isyaku – Turkish Online Journal of Distance Education, 2024
This study tried to design a WhatsApp bot to be implemented in English language vocabulary learning context in Oman. 150 Omani English as a Foreign Language (EFL) students from three different proficiency levels were selected based on random sampling. To measure the effectiveness of the treatment, pretests, posttests, and delayed posttests were…
Descriptors: Computer Software, Teaching Methods, Computer Assisted Instruction, Student Attitudes
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Gao, Ya; Pan, Lin – Language Learning Journal, 2023
Mobile-assisted language learning is a growing feature of contemporary language learning, and their distinct gamification design produces new and increasingly popular contexts for language learning. This paper explores the gamification features of the two most popular EFL vocabulary learning applications widely used by Asian learners --…
Descriptors: English (Second Language), Second Language Learning, Second Language Instruction, Computer Assisted Instruction
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Wu-Yuin Hwang; Bo-Chen Guo; Anh Hoang; Ching-Chun Chang; Nien-Tsu Wu – Computer Assisted Language Learning, 2024
This study introduced an app, called Smart UEnglish, for helping EFL conversation practices in authentic contexts. These conversation practices were categorized into 'designed talk' and 'free talk', based on the content of an English textbook and authentic ambient environment that includes such things as transportation, weather and scenic…
Descriptors: English (Second Language), Second Language Learning, Second Language Instruction, Computer Software
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Mingjie Zou; Binhai Ren – Journal for the Psychology of Language Learning, 2024
Flow, a subjective state of optimal engagement and immersion, is characterized by a balance of perceived challenges and skills, interest, attention, and a sense of control (Csikszentmihalyi, 1990). Investigating flow in language learning can provide valuable insights into effective learning processes and contexts (Egbert, 2003). Self-regulated…
Descriptors: Metacognition, Learning Strategies, English (Second Language), Second Language Learning
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Sibel Sögüt – GIST Education and Learning Research Journal, 2023
This study examines second language (L2) learners' perspectives regarding the affordances and challenges of using the Data-Driven Learning (DDL) to identify the properties of near-synonymous words. Employing a convergent mixed-method design, this study deciphers the perceptions of 40 undergraduate L2 learners majoring in English language teaching.…
Descriptors: Second Language Learning, Second Language Instruction, English (Second Language), Phrase Structure
Derryn Jackson – Online Submission, 2022
Vocabulary is key to English language learning; it is the basis of all languages. However, learning long lists of words and their meanings can be ineffective, tedious, and boring. This is especially true for lower elementary students as they navigate school life and development. Can digital gamification solve this problem? The purpose of this…
Descriptors: Vocabulary, English (Second Language), Second Language Learning, Elementary School Students
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Andrea Révész; Matthew Stainer; Jookyoung Jung; Minjin Lee; Marije Michel – Language Learning & Technology, 2023
Eye-tracking is primarily used as a tool to capture attentional processes in second language (L2) research. However, it is feasible to design visual displays that can react to and interact with eye-movements in technology-mediated contexts. We explored whether gaze-contingency can foster L2 development by drawing attention to novel words…
Descriptors: Eye Movements, Second Language Learning, Second Language Instruction, Attention Control
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