NotesFAQContact Us
Collection
Advanced
Search Tips
Audience
Laws, Policies, & Programs
Assessments and Surveys
What Works Clearinghouse Rating
Showing 1 to 15 of 16 results Save | Export
Peer reviewed Peer reviewed
Direct linkDirect link
Yu-Fen Yang; Wen-Min Hsieh; Wing-Kwong Wong; Yi-Chun Hong; Siao-Cing Lai – Computer Assisted Language Learning, 2024
Foreign Language Anxiety (FLA) is considered a central affective factor influencing English as a Foreign Language (EFL) learning. This study thus developed an online simulation game to create a virtually situated learning environment for reducing EFL primary school students' FLA levels and improving their English vocabulary learning. A total of…
Descriptors: Foreign Countries, English (Second Language), Second Language Learning, Second Language Instruction
Peer reviewed Peer reviewed
PDF on ERIC Download full text
Nur Lailatur Rofiah; Budi Waluyo – Teaching English with Technology, 2024
The present study investigated the effects of gamified grammar and vocabulary learning using Kahoot!, Quizizz, and Quizlet on learning performance, motivation, enjoyment, anxiety, and classroom dynamics and engagement in an English course. The investigation also involved the effects of gamified learning on gender, proficiency, and learning…
Descriptors: Vocabulary Development, Teaching Methods, English (Second Language), Second Language Learning
Peer reviewed Peer reviewed
Direct linkDirect link
Ji-Eun Lee; Amisha Jindal; Sanika Nitin Patki; Ashish Gurung; Reilly Norum; Erin Ottmar – Interactive Learning Environments, 2024
This paper demonstrated how to apply Machine Learning (ML) techniques to analyze student interaction data collected in an online mathematics game. Using a data-driven approach, we examined 1) how different ML algorithms influenced the precision of middle-school students' (N = 359) performance (i.e. posttest math knowledge scores) prediction and 2)…
Descriptors: Teaching Methods, Algorithms, Mathematics Tests, Computer Games
Peer reviewed Peer reviewed
Direct linkDirect link
Fang, Menglin; Tapalova, Olga; Zhiyenbayeva, Nadezhda; Kozlovskaya, Svetlana – Education and Information Technologies, 2022
Digital gaming has become a regular part of life for today's pre-schoolers. Hence, there is a need to look at the integration of digital technology into the preschool education. The present study aims to examine the effect digital games have on children's behaviour and their social competence if played to reach an educational purpose (supervised…
Descriptors: Computer Games, Interpersonal Competence, Preschool Children, Foreign Countries
Ji-Eun Lee; Amisha Jindal; Sanika Nitin Patki; Ashish Gurung; Reilly Norum; Erin Ottmar – Grantee Submission, 2023
This paper demonstrated how to apply Machine Learning (ML) techniques to analyze student interaction data collected in an online mathematics game. Using a data-driven approach, we examined: (1) how different ML algorithms influenced the precision of middle-school students' (N = 359) performance (i.e. posttest math knowledge scores) prediction; and…
Descriptors: Teaching Methods, Algorithms, Mathematics Tests, Computer Games
Ji-Eun Lee; Amisha Jindal; Sanika Nitin Patki; Ashish Gurung; Reilly Norum; Erin Ottmar – Grantee Submission, 2022
This paper demonstrates how to apply Machine Learning (ML) techniques to analyze student interaction data collected in an online mathematics game. We examined: (1) how different ML algorithms influenced the precision of middle-school students' (N = 359) performance prediction; and (2) what types of in-game features were associated with student…
Descriptors: Teaching Methods, Algorithms, Mathematics Tests, Computer Games
Peer reviewed Peer reviewed
Direct linkDirect link
Cheng, Ching-Hsue; Chen, Chung-Hsi – Computer Assisted Language Learning, 2022
Many scholars have highlighted the importance of motivation and anxiety in language learning. They have also indicated the advantages of integrating learning content into a mobile-assisted English learning system environment. Meanwhile, a few studies have explored the impacts of a mobile-assisted English learning system on the motivation and…
Descriptors: Second Language Learning, Second Language Instruction, English (Second Language), Student Attitudes
Peer reviewed Peer reviewed
PDF on ERIC Download full text
Yildirim, Osman; Ozdener, Nesrin – International Journal of Technology in Education and Science, 2021
Computer games are effective instructional tools used in programming courses to increase students' motivation and engagement. This participatory action research aims to redesign the Object-Oriented Programming course in which the first author is both the instructor and researcher to make it more effective and efficient. In the first step of the…
Descriptors: Action Research, Programming, Computer Science Education, Computer Software
Peer reviewed Peer reviewed
Direct linkDirect link
Zou, Di; Huang, Yan; Xie, Haoran – Computer Assisted Language Learning, 2021
Given the importance of word knowledge for second language acquisition, there is always a need for effective word-learning approaches from language learners. With the rapid development of educational technologies, game-based learning is emerging into a field with considerable potential, within which, digital game-based vocabulary learning has…
Descriptors: Vocabulary Development, Game Based Learning, Teaching Methods, Second Language Learning
Peer reviewed Peer reviewed
Direct linkDirect link
Lee, Ju Seong; Xie, Qin – Innovation in Language Learning and Teaching, 2023
Purpose: This study (1) used a person-centered approach to identify specific subgroups of 1,265 EFL learners who participated in Informal Digital Learning of English (IDLE) activities, and (2) looked at how different IDLE profiles are related to important affective variables. Design/Methodology: To identify IDLE profiles, we used cluster analysis.…
Descriptors: Affective Behavior, Second Language Learning, Second Language Instruction, English (Second Language)
Peer reviewed Peer reviewed
Direct linkDirect link
Vallorani, Cecilia Maria; Gibert, Isabel; Tuffnell, Christopher – International Journal of Mobile and Blended Learning, 2022
This study examines the use of gamification as an innovative assessment approach to foreign language learning with 12-14-year-old students. A mixed methodology has been applied. Quantitative data have been collected from formative non-gamified and gamified assessments. Qualitative data was collected from a student questionnaire. The results were…
Descriptors: Second Language Learning, Second Language Instruction, Computer Games, Game Based Learning
Peer reviewed Peer reviewed
PDF on ERIC Download full text
Yavuz, Fatih; Ozdemir, Emrah; Celik, Ozgur – World Journal on Educational Technology: Current Issues, 2020
Writing is one of the most difficult and neglected skills for EFL learners. Gamification, the use of game elements to increase user experience and interest in non-game content, can be used to deal with writing anxiety which is considered as a hindering affective factor in successful language learning. Within this scope, this study aims to…
Descriptors: Computer Games, Second Language Learning, Second Language Instruction, English (Second Language)
Peer reviewed Peer reviewed
Direct linkDirect link
Yang, J. C.; Lin, M. Y. D.; Chen, S. Y. – Journal of Computer Assisted Learning, 2018
Anxiety plays an influential role in foreign language learning. However, a lack of attention was paid to examining the effects of anxiety levels on learning performance and gaming performance in digital game-based learning. To this end, this study developed a game-based English learning system and investigated how different levels of anxiety…
Descriptors: Anxiety, Computer Games, Computer Assisted Instruction, Quasiexperimental Design
Shea, Andrea Misao – ProQuest LLC, 2014
Communication is a key component in learning a second language (L2). As important as the "ability" to communicate in the L2 is the willingness to use the L2 or, what has been identified in the literature as "Willingness to Communicate" (WTC). Language is best learned when situated in, and based on, real-life experiences.…
Descriptors: Second Language Learning, Communication Strategies, Teaching Methods, Technology Uses in Education
Peer reviewed Peer reviewed
PDF on ERIC Download full text
Frederiksen, Karen-Margrete, Ed.; Larsen, Sanne, Ed.; Bradley, Linda, Ed.; Thouësny, Sylvie, Ed. – Research-publishing.net, 2020
Despite the COVID-19 pandemic, the EUROCALL society succeeded in holding the 28th EUROCALL conference, EUROCALL2020, on 20-21 August as an online, two-day gathering. The transition process required to make this happen was demanding and insightful for everyone involved, and, in many ways, a logical consequence of the core content and purpose of…
Descriptors: Computer Assisted Instruction, Second Language Learning, Second Language Instruction, Videoconferencing
Previous Page | Next Page »
Pages: 1  |  2