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Yusuf Akyildiz – Journal of Educational Technology and Online Learning, 2025
Virtual reality (VR) presents an innovative and powerful approach to foreign language teaching, offering immersive and interactive environments that support vocabulary acquisition in engaging and meaningful ways. This study investigates the potential of VR using the self-developed application GermanVR, specifically designed to enhance vocabulary…
Descriptors: Computer Simulation, Educational Technology, Technology Uses in Education, Second Language Instruction
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Nurah S. Alfares – International Journal of Game-Based Learning, 2025
Vocabulary is crucial for mastering English as a Foreign Language (EFL) skills. Digital Game-Based Learning (DGBL) platforms like Wordwall can enhance active learning by providing multiple-choice, missing, and matching words. The current study aimed to addresses the impact of the Wordwall platform on EFL learners in Saudi Arabia. This study…
Descriptors: Foreign Countries, English (Second Language), Second Language Instruction, Vocabulary Development
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Ibrahim Halil Topal – The EUROCALL Review, 2024
Vocabulary is an essential component in language learning. In addition to its relationship with other language skills, such as pronunciation (form), reading (meaning), and grammar (use), vocabulary is required for language proficiency. In parallel, language learners must be equipped with specific amounts of vocabulary to comprehend texts of…
Descriptors: Vocabulary Development, Educational Technology, Technology Uses in Education, Computer Oriented Programs
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Margaret Vento-Wilson – Communication Disorders Quarterly, 2025
This tutorial offers speech-language pathologists (SLPs) an opportunity to consider the theoretical constructs of language acquisition theory and the multifactorial determinants that can impinge on the language acquisition process for children with complex communication needs. The system of constraints observed through the lens of optimality…
Descriptors: Augmentative and Alternative Communication, Speech Language Pathology, Language Acquisition, Language Proficiency
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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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Yin Yang; Yuyang Cai; Yanjie Song – Educational Technology & Society, 2024
The effect of technology on primary students' self-regulated vocabulary learning (SRVL) over time and its dynamic relationship with vocabulary outcomes have been scarcely studied. This quasi-experimental study reports a longitudinal inquiry into the effect of a mobile-assisted self-regulation scheme on primary students' SRVL and the relationship…
Descriptors: Foreign Countries, Elementary School Students, Grade 4, Educational Technology
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Hyun-Bin Hwang; Shawn Loewen – English Teaching, 2025
This study explored how teachers could provide support to enhance students' out-ofclass mobile-assisted language learning (MALL) engagement. We interviewed five Korean English teachers who used "Class Card," a focal technology of this study, for their students' self-directed vocabulary learning. Additionally, students of the interviewed…
Descriptors: Foreign Countries, English (Second Language), Second Language Learning, Handheld Devices
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Katie Abrams; Donald McMahon; Holly Whittenburg; Lauren Bruno; Jonah Firestone – Journal of Special Education Technology, 2024
Individuals with disabilities have been less involved in school activities than their peers of the same age and this includes career preparation in science and math (Agran et al., 2019; Eriksson et al., 2007; Jackson et al., 2022). Students with disabilities often lack access to facilities, programs, and equipment, and acceptance by educators,…
Descriptors: Students with Disabilities, Intellectual Disability, Developmental Disabilities, Computer Simulation
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Atalan, Esra; Subasi, Gonca – Turkish Online Journal of Educational Technology - TOJET, 2023
In recent years, numerous innovative tools such as digital and online flashcards have emerged in the education field to meet the needs of digital natives. Therefore, the current study, it was aimed at investigating the impact of a digital flashcard tool, Quizlet, on the vocabulary acquisition of Turkish EFL learners. Besides, learners' perception…
Descriptors: Grade 9, Vocabulary Development, Teaching Methods, Second Language Instruction
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Huiwan Zhang; Wei Wei; Yiqian Cao – Computer Assisted Language Learning, 2024
The role of computer-assisted language learning (CALL) in developing vocabulary knowledge has been investigated extensively in the field of English for Academic Purposes with positive outcomes. However, its implications for medical education, and specifically foreign languages for medical purposes, have not received much attention. This study…
Descriptors: Computer Assisted Instruction, Educational Technology, Technology Uses in Education, Medical Education
Monica Reichenberg, Editor; Ann-Katrin Swärd, Editor; Catherine Shipton, Editor – Routledge, Taylor & Francis Group, 2024
"Positive Special Education" spotlights the power of positive special education, combining insights from researchers and teachers in special education from several countries. The expert team of authors, being both teachers and academics, highlight the powerful influence of teachers fostering optimistic approaches as well as the impact a…
Descriptors: Special Education, Teacher Role, Positive Attitudes, Educational History
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Gwo-Jen Hwang; Di Zhang – Educational Technology Research and Development, 2024
The effectiveness of digital game-based language learning (DGBLL) has been recognized by scholars. With the development of computer technology and multimedia learning environments, computer agents have been widely used in game systems to provide learning guidance or assistance. A computer agent is a virtual character created in a digital learning…
Descriptors: Educational Technology, Technology Uses in Education, Game Based Learning, Computer Simulation
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Adam Dabrowski – Vocabulary Learning and Instruction, 2022
The main purpose of this study was to provide validity evidence to support the creation and use of three instruments theorised to measure the existence of the form-meaning link between three sets of nonwords, and their assigned meanings within an experiment. The experimental study used a counterbalanced Latin square design to examine and compare…
Descriptors: Computer Simulation, Vocabulary Development, Test Construction, Test Validity
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George Zhao; Paula Dagnon; Steph Strachan – Childhood Education, 2024
The call for fostering digital literacies and use of digital technologies in the early childhood classroom is fairly ubiquitous in current times. Open-ended tools can be especially supportive for promoting child-initiated conversation, enhancing multilingual learners' vocabulary development, and increasing accessibility for all learners. In this…
Descriptors: Learner Engagement, Early Childhood Education, Vocabulary Development, Educational Technology
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Purwanto, Anton Adi; Syafryadin – Journal of English Teaching, 2023
The rise of technology has expanded a variety of interesting and new online-based learning aids for English. Duolingo app, which makes learning languages, especially English, easy, accessible, and effective. The objective of this study is to describe and observe the students' perceptions of using Duolingo software for vocabulary at Madrasah…
Descriptors: Computer Assisted Instruction, Second Language Learning, English (Second Language), Computer Software
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