Publication Date
In 2025 | 0 |
Since 2024 | 3 |
Since 2021 (last 5 years) | 6 |
Since 2016 (last 10 years) | 19 |
Since 2006 (last 20 years) | 27 |
Descriptor
Computer Games | 27 |
Second Language Instruction | 27 |
Technology Uses in Education | 27 |
Educational Technology | 22 |
Foreign Countries | 18 |
Teaching Methods | 17 |
English (Second Language) | 16 |
Educational Games | 10 |
Second Language Learning | 9 |
College Students | 8 |
Student Attitudes | 8 |
More ▼ |
Source
Author
Alkarzae, Nouf | 1 |
Alsowat, Hamad H. | 1 |
Alzaid, Faten | 1 |
Ardasheva, Yuliya | 1 |
Azman, Hazita | 1 |
Baidak, Yurii | 1 |
Baierschmidt, Jared | 1 |
Chik, Alice | 1 |
Coklar, Ahmet Naci | 1 |
Dolgunsöz, Emrah | 1 |
Dollsaid, Nurul Farhana | 1 |
More ▼ |
Publication Type
Education Level
Audience
Location
Turkey | 6 |
Japan | 3 |
Asia | 2 |
Brazil | 2 |
Ireland | 2 |
Africa | 1 |
Australia | 1 |
California | 1 |
Canada | 1 |
China | 1 |
Connecticut | 1 |
More ▼ |
Laws, Policies, & Programs
Assessments and Surveys
What Works Clearinghouse Rating
Igor Ivanovic – Education and Information Technologies, 2024
This paper seeks to construct a narrative woven around the academic ventures and tribulations of third-year students who, in their initial university chapter, stumbled on the academic hurdles of General English 1 and 2 examinations and to immerse in a realm where digital game-based learning takes centre stage, exploring its potential as a…
Descriptors: Game Based Learning, College Students, Technology Uses in Education, Video Games
González-Lloret, Marta – Language Teaching Research, 2022
Developing pragmatic competence implies the learning of the norms and principles that affect the behavior of participants in a culture (i.e. sociopragmatics) and the ability to choose the language to realize those norms (i.e. pragmalinguistics). Learning to be pragmatically appropriate in the second language (L2) is not easy, and although it is…
Descriptors: Task Analysis, Pragmatics, Teaching Methods, Second Language Learning
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
McNeil, Levi – ReCALL, 2020
This descriptive study investigated the implementation of student-selected, entertainment-purposed digital games for foreign language teaching and learning. During a 15-week semester, 16 Korean EFL students enrolled in an introductory educational technology course played online games, visited gaming sites, and completed instructional tasks.…
Descriptors: Educational Technology, Technology Uses in Education, Game Based Learning, Second Language Instruction
Vereitina, Iryna; Baidak, Yurii – International Association for Development of the Information Society, 2018
The present paper focuses on the approach, which corresponds to the virtual learning in the artificial environment, and should be considered as situational and action-based, because the features of its application are determined each time by the specific conditions of training and the virtual educational situation that exists only in this area, at…
Descriptors: College Students, Educational Games, Educational Technology, Technology Uses in Education
Wu, Mei-Hung – Computer Assisted Language Learning, 2021
The rise of augmented reality hits the world of Information, Communication and Technology which brings about the booming phenomenon of mobile games. One of hot mobile game with the successful application of augmented reality is "Pokémon Go," issued in August 2016. The uses of augmented reality not only give the gamers a new kind…
Descriptors: Computer Simulation, Telecommunications, Handheld Devices, Computer Games
Sabirli, Zülkif Eser; Çoklar, Ahmet Naci – World Journal on Educational Technology: Current Issues, 2020
The use of computer games is becoming more and more common among children thanks to its many features; from multimedia opportunities to motivation. This increase in its use also increases the importance of educational games. The purpose of this study is to investigate the effect of the use of educational games in education on the academic success,…
Descriptors: Educational Technology, Technology Uses in Education, Computer Games, Educational Games
Sabirli, Zulkif Eser; Coklar, Ahmet Naci – World Journal on Educational Technology: Current Issues, 2020
The use of computer games is becoming more and more common among children thanks to its many features; from multimedia opportunities to motivation. This increase in its use also increases the importance of educational games. The purpose of this study is to investigate the effect of the use of educational games in education on the academic success,…
Descriptors: Educational Technology, Technology Uses in Education, Computer Games, Educational Games
Alzaid, Faten; Alkarzae, Nouf – Online Submission, 2019
Assessment has a significant influence on the process of teaching and learning. It is essential to close the gap between learners' performance and the target performance. The rapid changing of technology reached the assessment community by developing new and different ways of formative assessments. This paper is written to distinguish between…
Descriptors: Student Evaluation, Evaluation Methods, Computer Assisted Testing, Formative Evaluation
Utku, Özlem; Dolgunsöz, Emrah – International Online Journal of Education and Teaching, 2018
The current study aimed to examine the effect of online vocabulary games on teaching new words to young learners of EFL. For this aim, 46 Turkish 5th grade EFL students in a state school were assigned into control and experimental groups. Both groups studied 22 words in 6 instructional sessions conducted in 6 subsequent weeks in the second…
Descriptors: Foreign Countries, Teaching Methods, Computer Games, Educational Technology
Azman, Hazita; Dollsaid, Nurul Farhana – Arab World English Journal, 2018
This article explores the use of massively multiplayer online games (MMOGs) as a type of serious games that have English as a Foreign Language (EFL) learning potentials. It highlights evidence from a case study which investigated the effects of role-playing in MMOGs on communication behaviours among EFL game players. Additionally, findings from…
Descriptors: Foreign Countries, English (Second Language), Second Language Instruction, Game Based Learning
Hao, Tao; Wang, Zhe; Ardasheva, Yuliya – Journal of Research on Educational Effectiveness, 2021
This meta-analysis reviewed research between 2012 and 2018 focused on technology-assisted second language (L2) vocabulary learning for English as a foreign language (EFL) learner. A total of 45 studies of 2,374 preschool-to-college EFL students contributed effect sizes to this meta-analysis. Compared with traditional instructional methods, the…
Descriptors: Vocabulary Development, Second Language Learning, Second Language Instruction, English (Second Language)
Swier, Robert; Peterson, Mark – JALT CALL Journal, 2018
Past research on digital games and virtual worlds suggests that these platforms provide multiple benefits for language learning, including positive effects on motivation and opportunities for authentic learner interaction. Despite this, adoption of these platforms in classrooms appears largely nonexistent. We provide a review of research on the…
Descriptors: Foreign Countries, Educational Technology, Technology Uses in Education, Higher Education
Usai, Francesco; O'Neil, Kiera G. R.; Newman, Aaron J. – IEEE Transactions on Learning Technologies, 2018
Computer and smartphone-based applications for second language (L2) learning have become popular tools, being integrated in many classroom-based courses and adopted by the public at large. Yet, despite a significant body of research that suggests that individuals differ in their ability to learn L2, it is still unclear what factors predict…
Descriptors: Second Language Instruction, Educational Technology, Technology Uses in Education, Educational Games
Valarie Akerson, Editor; Ozkan Akman, Editor; M. Lutfi Ciddi, Editor – International Society for Technology, Education, and Science, 2024
"Proceedings of International Conference on Social and Education Sciences" includes full papers presented at the International Conference on Social and Education Sciences (IConSES), which took place on October 17-20, 2024, in Chicago, Illinois. The aim of the conference is to offer opportunities to share ideas, discuss theoretical and…
Descriptors: Higher Education, Ethics, Technology Uses in Education, Mathematics Education
Previous Page | Next Page »
Pages: 1 | 2