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Ruofei Zhang; Gary Cheng; Di Zou – Language Learning & Technology, 2025
Digital game-based vocabulary learning (DGBVL) integrates key game elements such as Challenges, Rewards, Human-Computer Interactions (HCI), Multimedia, and Fantasy. Although the overall effectiveness of digital games in enhancing English-as-a-foreign-language (EFL) vocabulary knowledge development is well-established, the specific roles of…
Descriptors: Vocabulary Development, Computer Games, English (Second Language), Learner Engagement
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Ahmad Syawaluddin; Nur Aeni – Discover Education, 2025
This study looks at how utilizing digital versions of classic games specifically Snakes and Ladders can help young learners learn more vocabulary in English. The study focuses on how digital versions of classic games can improve primary school students' vocabulary learning and retention. A quasi-experimental approach was used, with a control group…
Descriptors: Educational Technology, Technology Uses in Education, Vocabulary Development, English (Second Language)
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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
Galal El-Din Abdel-Rahman, Esraa Ashraf; Abdel-Haq, Eman Mohammad; Aly, Mahsoub Abdel-Sadeq; Mahmoud Diah, Abeer Ali – Online Submission, 2021
The present study aimed at investigating the effect of Quizizz and Kahoot! applications on developing EFL vocabulary learning among freshmen students at Faculty of Education. The participants of the study consisted of 30 freshmen students enrolled in the English section at Faculty of Education, Benha University, Egypt. The study followed the…
Descriptors: English (Second Language), Second Language Learning, Vocabulary Development, College Freshmen
Li, Juan – ProQuest LLC, 2019
Slow vocabulary development and poor comprehension among English Language learners (ELLs) (August, Carlo, & Snow, 2005) have resulted in an academic achievement gap between ELLs and native English-speaking learners in the United States (Klingner, Artiles, & Barletta, 2006; Wilde, 2010). This mixed-methods sequential explanatory research…
Descriptors: English (Second Language), Second Language Learning, Video Games, Educational Technology
Gokcedag, Erol – ProQuest LLC, 2018
The rate of digital media usage among eight to 18-year-old students, since late 1990s, has risen by over 30%, yet the official acceptance of such technology for educational outcomes remains limited. Due to such a remarkable growth of digital media usage in absence of formal educational recognition, researchers began to explore how specifically…
Descriptors: Ecology, Systems Approach, Computer Games, Play
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Gholizadeh, Mehran; Taghiyareh, Fattaneh; Alvandkoohi, Saeed – International Journal of Game-Based Learning, 2018
The pivotal role of identifying types of players is inevitable in the game contexts, and educational games are not an exception. This article aims to present a model of player-game interaction in the mobile game-based learning setting regarding the behavioral propensity. This model comprises five different features inherited from the player…
Descriptors: Educational Games, Computer Games, Telecommunications, Handheld Devices
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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
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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)
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Alsowat, Hamad H. – English Language Teaching, 2020
This meta-analysis aims at investigating the impact of English language teaching practices on language outcomes. The literature search yielded 90 meta-analyses that were published between January, 1995 and December, 2019. The current study analyzed 90 meta-analysis and these studies comprised 3496 studies, 7870 effect sizes and nearly 700,000…
Descriptors: Meta Analysis, Evidence Based Practice, Second Language Learning, Second Language Instruction
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
International Association for Development of the Information Society, 2012
The IADIS CELDA 2012 Conference intention was to address the main issues concerned with evolving learning processes and supporting pedagogies and applications in the digital age. There had been advances in both cognitive psychology and computing that have affected the educational arena. The convergence of these two disciplines is increasing at a…
Descriptors: Academic Achievement, Academic Persistence, Academic Support Services, Access to Computers