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Hoo Keat Wong; Siew Ming Thang; Chee Hao Sue; Rosalind A. K. Ahju; Fung Lan Loo – International Journal of Computer-Assisted Language Learning and Teaching, 2023
Based on the cross-channel connections between auditory and pictorial representations, it has been proposed that the presentation of coherent narration along with the picture and text content may enhance children's story comprehension and vocabulary learning. The authors tested 40 four- to five-year-old Malaysian prereaders (17 Malays, 23 Chinese)…
Descriptors: Eye Movements, Reading Comprehension, Story Telling, Foreign Countries
Samah Abdulhadi Abduljawad – International Journal of Computer-Assisted Language Learning and Teaching, 2024
This research explores the impact of ChatGPT, an AI tool, on ESL students' writing proficiency at a Saudi Arabian university. Using a mixed-methods approach, data from 130 students showed a significant positive effect on their writing. A focus group interview with six students highlighted opportunities such as personalized feedback, language skill…
Descriptors: Artificial Intelligence, Computer Software, Synchronous Communication, English (Second Language)
Baoxin Feng; Lee-Luan Ng – International Journal of Computer-Assisted Language Learning and Teaching, 2024
This study aims to investigate whether VR-assisted language learning facilitates EFL learners' vocabulary learning and memory retention. One hundred seventy-seven Chinese undergraduate EFL learners were divided into VRG (VR-assisted instruction group) and CIG (conventional instruction group). Participants in the VRG (n = 75) were provided with…
Descriptors: Computer Simulation, Language Acquisition, Undergraduate Students, English Language Learners
Yeh, Helen W. M. – International Journal of Computer-Assisted Language Learning and Teaching, 2022
This study aims at investigating the language strengths and weaknesses of Hong Kong self-directed learners, their learning needs, and their self-directed learning experiences with the use of diagnostic language test and examining whether the test can help the learners to self-direct their own learning. The test results showed that less than half…
Descriptors: Independent Study, Second Language Learning, Second Language Instruction, Intervention
Kara, Nuri – International Journal of Computer-Assisted Language Learning and Teaching, 2022
The main aim of this study was to explore the effect of the serious mobile game Jumo the Jumper on the vocabulary acquisition of primary school English as a Foreign Language (EFL) students and their attitudes toward an EFL course. The main research design of the study was a quasi-experimental design with nonequivalent control groups that included…
Descriptors: Elementary School Students, Second Language Learning, English (Second Language), Foreign Countries
Wu, Huizhen; Yu, Ping; Yang, Shenshen; Chen, Xuanyuan – International Journal of Computer-Assisted Language Learning and Teaching, 2022
This study investigated how enhanced video captioning types affected comprehension and vocabulary acquisition regarding form recognition, meaning recall and meaning recognition. 158 low-intermediate Chinese EFL undergraduates were randomly assigned to English captions (EC), English captions with highlighted target words and L1 gloss (ECL1),…
Descriptors: Captions, English (Second Language), Second Language Learning, Listening Comprehension
Lai, Hongling; Wang, Dianjian; Ou, Xiancai – International Journal of Computer-Assisted Language Learning and Teaching, 2021
This empirical study investigates the effects of different caption modes on the content and vocabulary comprehension by Chinese English learners with different levels of English proficiency. The results show that the full captioned group performed better on content comprehension than the keyword group, while no significant difference was found on…
Descriptors: Visual Aids, Second Language Learning, Second Language Instruction, English (Second Language)
Kohnke, Lucas – International Journal of Computer-Assisted Language Learning and Teaching, 2020
In recent years, the widespread growth of mobile-assisted language learning using apps has made English vocabulary learning increasingly accessible. This study investigated students' perceptions of a vocabulary learning app developed by the researcher as a tool to help them to improve their L2 receptive vocabulary. The app, containing 20 levels,…
Descriptors: Vocabulary Development, English (Second Language), Second Language Learning, Second Language Instruction
Stapleton, Paul – International Journal of Computer-Assisted Language Learning and Teaching, 2021
In the present study, two sets of scripts from primary school students were collected, one written in English and the other in their native Chinese on the same topic. The Chinese scripts were translated into English by Google Translate (GT) and compared with the scripts written in English. Sentences in the two sets of passages that were clearly…
Descriptors: Writing Instruction, Second Language Learning, English (Second Language), Second Language Instruction
Zhaoyang Xiong; Junjie Gavin Wu; Kean Wah Lee – International Journal of Computer-Assisted Language Learning and Teaching, 2024
Digital games have gained significant attention in the field of language education. Among various educational applications, research on digital game-based vocabulary learning (DGBVL) has seen a marked increase in interest and exploration. This study presents a scientometric review based on bibliometric data from the Scopus and Web of Science Core…
Descriptors: Video Games, Game Based Learning, Vocabulary Development, Educational Research
Barth, Ingrid; Spector-Cohen, Elana; Sitman, Rosalie; Jiang, Guhuai; Liu, Fang; Xu, Yan – International Journal of Computer-Assisted Language Learning and Teaching, 2019
Although open educational resources (OERs) can help bridge high school-university vocabulary gaps, central questions remain unanswered regarding effective design that enables students to go beyond the "small chunks" that typically characterize vocabulary learning in mobile learning environments (MLEs). This bi-national study adopted a…
Descriptors: Telecommunications, Handheld Devices, Vocabulary Development, Independent Study
Sinnott, Mark; Xia, Ling Angela – International Journal of Computer-Assisted Language Learning and Teaching, 2020
This software review evaluates the Moodle plugin Level Up, which aims to add a gamification element to this commonly-used online education platform. The reviewers report their use of the plugin, describing its strengths, weakness and future potential. In doing so, they share their experiences of using it during a recent project that developed a…
Descriptors: Computer Software Reviews, Online Courses, Integrated Learning Systems, Educational Games
Reynolds, Eric D.; Fuchs, Richard W.; Johnson, Peter – International Journal of Computer-Assisted Language Learning and Teaching, 2021
The landscape of technology in language classrooms is changing so quickly that it's hard for us to keep pace. Games-based student response systems (GBSRS) in a bring-your-own-device environment have only recently become widely available for language classrooms; consequently, little research has been conducted into the efficacy of GBSRSs for…
Descriptors: Game Based Learning, Electronic Learning, Educational Technology, Vocabulary Development
Wu, Shaoqun; Li, Liang; Witten, Ian; Yu, Alex – International Journal of Computer-Assisted Language Learning and Teaching, 2018
This article reports on a language learning system and a program designed to help students with academic vocabulary in the New Zealand university computer science department. The system is a learner-friendly corpus-based tool that allows students to look up lexico-grammatical patterns of a given word in academic writing. The program, based on a…
Descriptors: Case Studies, Computer Science Education, Graduate Students, Academic Language
Shih, Ya-Chun – International Journal of Computer-Assisted Language Learning and Teaching, 2020
This study incorporated Google Street View into a 3D virtual environment, known as VECAR, in which EFL learners controlled their avatars to learn vocabulary in a context of New York City. New York City's Times Square is full of real-life materials, realia, which can be used to assist situated incidental vocabulary learning and to connect…
Descriptors: Vocabulary Development, Second Language Learning, Second Language Instruction, English (Second Language)
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