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Megala Rajendran; Moniza Ray; Ajit Ilangovan; Vinoth Kumar Chokkalingam; Anand Binod Singh – Language Teaching Research Quarterly, 2024
Digital games are increasingly used in education to boost engagement and reduce stress. Digital game-based learning (DGBL) has improved the learning experience. However, further investigation is needed to determine the specific impact of commercially available, off-the-shelf (COTS) video games on English language skills. This study provides a…
Descriptors: Video Games, Second Language Learning, English (Second Language), Language Skills
A. Pradheepa; K. Gurusamy; T. Pushpanathan – Australian Journal of Applied Linguistics, 2025
This meta-analysis aims to investigate gamification's impact on improving tertiary-level second-language learners' lexical repertoire. Forty-seven peer-reviewed works were evaluated for this analysis. The analysis focused on determining the effectiveness of gamified learning environments in the context of improving vocabulary and learning and…
Descriptors: Meta Analysis, Game Based Learning, Second Language Learning, Second Language Instruction
Patterson, Kyle – ProQuest LLC, 2022
This dissertation is to explore the academic efficacy and relevance of two comparatively new technologies, video games and Virtual Reality (VR), how they relate to an older cultural phenomenon, theater, and how a discussion of both topics can result in a better understanding of how to supply students in the classroom with the chance to improve…
Descriptors: Computer Simulation, Video Games, Second Language Learning, Second Language Instruction
Rulyansah, Afib; Hidayat, Muhammad Thamrin; Rihlah, Jauharotur; Shari, Destita; Mariati, Pance – Pegem Journal of Education and Instruction, 2023
Teachers are unclear how to adapt pedagogical techniques in digital play to enhance language development for young children in the digital era and with the changes in early childhood education. The purpose of this study is to analyze how teachers understand the development and teaching of early childhood language in early grades with digital game…
Descriptors: Elementary School Students, Teaching Methods, Teacher Student Relationship, Digital Literacy
Wen Jia; Liping Zhang; Austin Pack; Yi Guan; Bin Zou – Language Learning & Technology, 2024
Although digital game-based vocabulary learning (DGBVL) has received increasing attention in the past two decades, the impacts of DGBVL on the depth of word knowledge are still not well understood, especially in regard to productive vocabulary learning and DGBVL's long-term efficacy. This study leverages a quasiexperimental research design to…
Descriptors: Game Based Learning, Video Games, Vocabulary Development, Receptive Language
Keehl, Oleksandra G. – ProQuest LLC, 2023
People have many reasons to want to learn a foreign language: some want to enjoy foreign media in its original form, some need it for business or travel, personal enrichment, and so on. Roughly 1/6 of Earth's population's learn languages with logographic writing systems (LWS) such as Chinese, Japanese and Korean as their native tongues. These…
Descriptors: Japanese, Korean, Second Language Learning, Second Language Instruction
Jing Yan; Scott Grant; Hui Huang – Educational Technology & Society, 2025
Many studies have examined the factors that influence second language interaction, such as task type and communication mode, i.e., face-to-face and computer-mediated communication through online mode. However, there is a paucity of research that has investigated the effects of task type on negotiation of meaning (NoM), a specific type of…
Descriptors: Second Language Learning, Second Language Instruction, Teaching Methods, Task Analysis
Aaron Jakob Johnson – ProQuest LLC, 2024
Students studying in beginning level foreign language classrooms often lack the opportunity to speak spontaneously (Kogan, 2023). Task-Based Language Teaching (TBLT) is a pedagogical approach to language instruction that advocates for the use of tasks to develop learners' second/foreign language (L2) abilities. Games can act as tasks that prepare…
Descriptors: Russian, Second Language Learning, Second Language Instruction, Language Proficiency
Craig Thorburn – ProQuest LLC, 2023
Language learners need to map a continuous, multidimensional acoustic signal to discrete abstract speech categories. The complexity of this mapping poses a difficult learning problem, particularly for second language learners who struggle to acquire the speech sounds of a non-native language, and almost never reach native-like ability. A common…
Descriptors: Second Language Learning, Second Language Instruction, Video Games, Acoustics
Saito, Kazuya; Hanzawa, Keiko; Petrova, Katya; Kachlicka, Magdalena; Suzukida, Yui; Tierney, Adam – Language Learning, 2022
Scholars have extensively investigated the effectiveness of high variability phonetic training (HVPT), that is, identification and discrimination of second language speech sounds produced by multiple speakers followed by trial-by-trial feedback. Building on the notion of incidental and multimodal learning in cognitive psychology (e.g., Lim &…
Descriptors: English (Second Language), Second Language Learning, Second Language Instruction, Foreign Countries
Berry, David Malcolm – MEXTESOL Journal, 2021
This paper investigates the effectiveness of students playing the "Spaceteam ESL" video game to enhance their pronunciation of English words and sentences. To achieve this goal, the researcher conducted a quasi-experimental pretest-posttest research design. The formation of the experimental group and control group employed the practice…
Descriptors: Pronunciation Instruction, Teaching Methods, Comparative Analysis, Instructional Effectiveness
Przymus, Steve Daniel; Lengeling, M. Martha; Mora-Pablo, Irasema; Serna-Gutiérrez, Omar – Journal of Language, Identity, and Education, 2022
Informed by the stories of transnational youth's participation in massive multiplayer online role-playing games (MMORPGs) in Mexico, this study explores the language/identity development and successful (re)integration of these youth in Mexican schools and communities. Drawing on students' voices, we utilize a multimodal systemic functional…
Descriptors: Role Playing, Video Games, Linguistics, Creativity
Casañ-Pitarch, Ricardo; Gong, Jingtao – Language Learning in Higher Education, 2021
The use of video games in the foreign language classroom is becoming an emerging tendency. This paper aims at analysing how the serious video game "ImmerseMe" influences the learning of Spanish as a foreign language within a group of 22 Chinese students. This research was conducted through an experiment that included testing…
Descriptors: Vocabulary Development, Spanish, Second Language Learning, Second Language Instruction
Horowitz, Kenneth S. – American Journal of Play, 2019
The informal setting of online multiplayer video games may offer safe spots for speakers of other languages learning English to practice their communication skills and reduce their anxiety about using a second language. In this study, the author examined the relationship between both these concerns and the time spent playing such games by basic…
Descriptors: Video Games, Educational Technology, Technology Uses in Education, Teaching Methods
Suki, Norazah Mohd; Suki, Norbayah Mohd – Technology, Knowledge and Learning, 2019
This study examines the structural relationships at work when embedding role-play games in a class for Japanese language proficiency. It does so by applying the Technology Acceptance Model, and the Unified Theory of Acceptance and Usage of Technology as its guiding principles. The setting was a Malaysian public university and the subjects, 200…
Descriptors: Role Playing, Educational Games, Video Games, Teaching Methods