Publication Date
In 2025 | 0 |
Since 2024 | 0 |
Since 2021 (last 5 years) | 4 |
Since 2016 (last 10 years) | 7 |
Since 2006 (last 20 years) | 8 |
Descriptor
Source
Asia-Pacific Education… | 1 |
CALICO Journal | 1 |
Computer Assisted Language… | 1 |
Early Education and… | 1 |
International Association for… | 1 |
Knowledge Management &… | 1 |
Language Learning Journal | 1 |
ProQuest LLC | 1 |
Author
Au, Oliver Tat Sheung | 1 |
Deng, Qian | 1 |
Erin Lenihan | 1 |
Gao, Ya | 1 |
Hee Jin Bang | 1 |
Ifenthaler, Dirk, Ed. | 1 |
Isaias, Pedro, Ed. | 1 |
Kirsten Olander | 1 |
Li, Rui | 1 |
Liang, Yuan | 1 |
Liu, Yujuan | 1 |
More ▼ |
Publication Type
Journal Articles | 6 |
Reports - Research | 5 |
Collected Works - Proceedings | 1 |
Dissertations/Theses -… | 1 |
Reports - Evaluative | 1 |
Tests/Questionnaires | 1 |
Education Level
Elementary Education | 4 |
Higher Education | 4 |
Postsecondary Education | 4 |
Early Childhood Education | 3 |
Primary Education | 3 |
Kindergarten | 2 |
Adult Education | 1 |
Grade 3 | 1 |
Grade 7 | 1 |
Junior High Schools | 1 |
Middle Schools | 1 |
More ▼ |
Audience
Location
China | 8 |
Brazil | 1 |
Hong Kong | 1 |
Macau | 1 |
South Korea | 1 |
Thailand | 1 |
Laws, Policies, & Programs
Assessments and Surveys
McCarthy Scales of Childrens… | 1 |
What Works Clearinghouse Rating
Wang, Jing; Song, Baomei – Asia-Pacific Education Researcher, 2023
To motivate learners to engage in writing courses and help to improve their writing performance, a mobile-game-based collaborative prewriting approach was proposed in this study. A quasi-experiment was implemented by recruiting two classes of non-English major students from a university in northeastern China. Class 1 learned to write under the…
Descriptors: Computer Games, Collaborative Writing, Prewriting, Foreign Countries
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
Wang, Fu Lee; Zhang, Ruofei; Zou, Di; Au, Oliver Tat Sheung; Xie, Haoran; Wong, Leung Pun – Knowledge Management & E-Learning, 2021
In recent years, mobile applications (apps) have been increasingly used and investigated as a vocabulary learning approach. Despite the extensive use of commercial English as a Foreign Language (EFL) vocabulary learning apps in China, there is a lack of a review of these apps for a systematic understanding of the components and usefulness of…
Descriptors: Vocabulary Development, Second Language Learning, Second Language Instruction, English (Second Language)
Liang, Yuan; Zhang, Lijin; Long, Yang; Deng, Qian; Liu, Yujuan – Early Education and Development, 2020
Research Findings: Low-socioeconomic status (SES) (intervention group, n = 31; control group, n = 32) and middle/high-SES (reference group, n = 33) 5-year-old Chinese kindergartners were screened through SES and IQ test. Their number sense was examined over five time points. The pretest was conducted at the beginning of the fall semester, followed…
Descriptors: Response to Intervention, Mathematics Instruction, Play, Low Income Students
Li, Rui; Meng, Zhaokun; Tian, Mi; Zhang, Zhiyi; Xiao, Wei – Computer Assisted Language Learning, 2021
Although digital game-based vocabulary learning (DGBVL) has attracted considerable attention, factors attributing to the facilitative effects of DGBVL have not yet been satisfactorily understood. To this end, under the theoretical framework of flow theory, this study investigates the effects of flow experiences on Chinese…
Descriptors: Second Language Learning, Second Language Instruction, English (Second Language), Feedback (Response)
Hee Jin Bang; Kirsten Olander; Erin Lenihan – CALICO Journal, 2020
This study examines the English language learning outcomes of young Chinese L1 children when using a digital self-guided learning tool, ABCmouse "English Language Learning Academy" (ABCmouse ELL), created by Age of Learning, Inc. and designed based on principles of second language research. In a pretest, posttest study design, experiment…
Descriptors: Second Language Learning, Second Language Instruction, English (Second Language), Learning Activities
Stanley-Yolgecen, Athena Joyce – ProQuest LLC, 2018
The purpose of this case study is to explore effects of digital gamification on engagement and achievement in a third-grade social studies course for students of multiple nationalities and with varied native languages attending the English language international branch of a private, affluent school in eastern China. The case study is framed by…
Descriptors: Case Studies, Computer Games, Grade 3, Elementary School Students
Sampson, Demetrios G., Ed.; Spector, J. Michael, Ed.; Ifenthaler, Dirk, Ed.; Isaias, Pedro, Ed. – International Association for Development of the Information Society, 2013
These proceedings contain the papers of the IADIS International Conference on Cognition and Exploratory Learning in the Digital Age (CELDA 2013), October 22-24, 2013, which has been organized by the International Association for Development of the Information Society (IADIS), co-organized by The University of North Texas (UNT), sponsored by the…
Descriptors: Conference Papers, Cognitive Processes, Learning Processes, Short Term Memory