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Tomáš Kos – TESL-EJ, 2024
Peer collaboration benefits second language (L2) learning and is a cornerstone of effective classroom instruction. It is, therefore, essential for teachers to consider how tasks work to promote peer collaboration and thus maximize learning. These considerations concern the task type, a task's inherent characteristics, and possible ways of task…
Descriptors: Peer Relationship, Cooperative Learning, Second Language Learning, Language Acquisition
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Eva Fidia Lestari; Masagus Firdaus; Hanni Yukamana – Journal of English Teaching, 2024
The pandemic has affected many aspects of our lives including education and that has caused the Government to provide alternative teaching methods and make recommendations for online learning. Since smartphones and laptops using the internet are the only tools for learning, students are increasingly playing online games and being exposed to…
Descriptors: Grade 7, Computer Games, Video Games, Game Based Learning
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Jacqueline Zammit – Computer Assisted Language Learning, 2024
With the advancement of educational technologies, computer-assisted language learning (CALL) tools, like online dictionaries, are essential for acquiring a second language, especially new vocabulary. There has been no empirical focus on the usage of "Gabra" online dictionary in learning Maltese, with a specific focus on international…
Descriptors: Dictionaries, Computer Assisted Instruction, Language Acquisition, Second Language Learning
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Galip Kartal; Hatice Okyar – Education and Information Technologies, 2025
The present study carried out a bibliometric analysis of L2 eye-tracking research. VOSviewer, CiteSpace, and CitNetExplorer were used for the analysis. The data were 245 articles indexed by Social Sciences Citation Index (SSCI). The study identified the research topics, trends, promising research directions, influential authors and documents, and…
Descriptors: Bibliometrics, Eye Movements, Second Language Learning, Language Research
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Lu Yang; Rui Li – Journal of Educational Computing Research, 2024
While studies of contextualized game-based language learning (CGBLL) have to date gained a growing scholarly interest, there is still a lack of systematic review synthesizing its research trends regarding theoretical foundations, learning contexts, research foci and findings. To address the gap, this study collected data from the Web of Science…
Descriptors: Game Based Learning, Second Language Learning, Teaching Methods, Language Acquisition
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Liu Liu – Education and Information Technologies, 2025
The study examines the impact of artificial intelligence (AI)-enhanced gamification on learning outcomes and motivation in English as a Foreign Language (EFL) contexts. A mixed-methods approach and quasi-experimental design were employed to compare the effectiveness of three instructional strategies: adaptive learning paths, conversational agents,…
Descriptors: Technology Uses in Education, Artificial Intelligence, Gamification, Second Language Learning
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James P. Lantolf – Language Teaching Research Quarterly, 2024
This article provides a theoretical and empirical argument in support of explicit language instruction. It proposes on theoretical grounds that certain features of a language are sufficiently complex and subtle that learners are unlikely to be able to decipher their full conceptual meaning on the basis of exposure alone. It further proposes that…
Descriptors: Direct Instruction, Language Acquisition, Second Language Learning, Sociocultural Patterns
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Richard J. Sampson – Modern Language Journal, 2024
Empirical work exploring additional language (L+) learning emotions has both proliferated and expanded its focus over the past 15 years. The current article explores one possibility for responding to the challenge of capturing and describing emotions in order to furnish a more contextualized, multidimensional picture of emotions in L+ learning:…
Descriptors: Language Acquisition, Language Skills, Emotional Intelligence, Instructional Effectiveness
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Patcharakorn Seemanath; Sasa Watanapokakul – LEARN Journal: Language Education and Acquisition Research Network, 2024
Active learning is recognized as an instructional approach that engages students in active participation and encourages them to reflect on the learning process. This research study aimed to investigate the effectiveness of implementing active learning in the "English at Work" course and to explore EFL undergraduate students' attitudes…
Descriptors: Active Learning, English (Second Language), Second Language Learning, Undergraduate Students
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Manolescu, Dan – Journal of Practical Studies in Education, 2023
The present article aims to estimate the value of language learning through a quick review of the learning process and with a focus on "accumulated knowledge" and "the ability to learn." Following the opinions of researchers and linguists, we can also argue that the whole history of human culture--"of intelligence and…
Descriptors: Reading Processes, Memory, Imagination, Learning Processes
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Yaling Li – International Education Studies, 2024
This study used a design experiment that instructs children on how to approach each letter to investigate typography design methodologies and manual techniques. Since children are still in the early stages of learning and the content they are exposed to is of great significance, the topic of children's education is always one that the entire…
Descriptors: Visual Learning, Language Acquisition, Alphabets, Illustrations
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Kittichai Nilubol; Pragasit Sitthitikul – PASAA: Journal of Language Teaching and Learning in Thailand, 2023
Gamification is a controversial topic in the field of education, with both proponents and opponents. However, what exactly gamification is and why it has become popular are worth exploring. This academic article first defines the terms "game" and "gamification" in order to differentiate them. Next, the article provides core…
Descriptors: Gamification, Teaching Methods, Games, Game Based Learning
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Meital Amzalag; Dorin Kadusi; Shimon Peretz – Journal of Educational Computing Research, 2024
Abundant research has tried to understand how games can be designed and used effectively to improve the learning process and to examine the correlations between digital learning games and student motivation, engagement, and knowledge retention. The current study examined the correlation between learning through digital game-based learning (DGBL)…
Descriptors: Learner Engagement, Academic Achievement, Game Based Learning, Electronic Learning
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Du, Yao; Lubniewski, Kathryn; Price, Lori; Breslin, Grace; Thomson, Paula; Jinadasa, Natashka; Soni, Nikita – International Journal of Language & Communication Disorders, 2023
Background: Children with communication disorders experience difficulty in one or more areas of articulation and speech, language, fluency, voice and social communication, and they work with speech-language pathologists (SLPs) to improve their communication. With the rise of adoption and use for mobile applications among special education and…
Descriptors: Pediatrics, Computer Software, Learning Experience, Handheld Devices
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Li, Ping; Xu, Qihui – Language Learning, 2023
The last two decades have seen a significant amount of interest in bilingual language learning and processing. A number of computational models have also been developed to account for bilingualism, with varying degrees of success. In this article, we first briefly introduce the significance of computational approaches to bilingual language…
Descriptors: Bilingualism, Computational Linguistics, Second Language Learning, Second Language Instruction
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