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Showing 1 to 15 of 219 results Save | Export
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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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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
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Faten A. Zahran – Higher Learning Research Communications, 2025
Objectives: The study aims to investigate the efficacy of the Poe ChatGPT-based TPACK model on EFL teachers' performance and their students' vocabulary learning. Methods: I designed four instruments to gather the research data: a survey of EFL teaching skills, a teaching knowledge test, an observation checklist for assessing teacher performance,…
Descriptors: Artificial Intelligence, Technology Uses in Education, Pedagogical Content Knowledge, Technological Literacy
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Shelly Xueting Ye; Jia Shi – Educational Studies, 2025
Copying words by writing and typing are two effective methods in traditional learning, but their merits for learning L2 words have seldom been compared. Because of technological advances and the growing popularity of utilising smart mobile products to acquire L2 vocabulary, this study investigated the effectiveness of writing and typing techniques…
Descriptors: Second Language Learning, Language Acquisition, Handheld Devices, Electronic Learning
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Gwo-Jen Hwang; Jalil Fathi; Masoud Rahimi – Journal of Computer Assisted Learning, 2025
Background: The utilisation of video-dubbing tasks, wherein learners record their voices over video clips to practise pronunciation, fluency, grammatical accuracy, and vocabulary use, is relatively novel in the English language learning context. Exploring the effectiveness of video-dubbing tasks can lead to more innovative and effective speaking…
Descriptors: English (Second Language), Second Language Learning, Speech Skills, Cognitive Processes
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Chiu-Jung Chen; Pei-Lin Liu – Educational Technology & Society, 2025
This research examined the possibility of using Immersive Virtual Reality (IVR), Content and Language Integrated Learning (CLIL), and Total Physical Response (TPR) as a new method of teaching English as a Foreign Language (EFL) students. This study sought to explore the potential benefits of this integration of methodologies in order to facilitate…
Descriptors: Computer Simulation, Second Language Learning, Teaching Methods, English (Second Language)
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Rajati Mariappan; Kim Hua Tan; Bromeley Philip – Journal of Education and Learning (EduLearn), 2025
Incorporating technology with linguistics has created opportunities to explore the effectiveness of grammar checkers in cultivating an autonomous learning culture among English as a second language (ESL) and English as a foreign language (EFL) learner. Even though there have been numerous studies on grammar checkers to cultivate autonomous…
Descriptors: Computational Linguistics, Computer Software, Grammar, Private Schools
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I. Wayan Eka Dian Rahmanu; Gyöngyvér Molnár – Cogent Education, 2024
The main focus of this study is to explore the use of Spherical Video-based Immersive Virtual Reality (SV-IVR) in investigating learners' fluency and vocabulary acquisition among sophomores in English as a Foreign Language (EFL) classrooms in higher education in Indonesia. Data were collected through 360-degree panoramic Virtual Reality (VR)…
Descriptors: Video Technology, Computer Simulation, Technology Uses in Education, Vocabulary Development
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Keyi Zhou; Fangzhou Jin; Weiwei Li; Zicong Song; Xianhan Huang; Chin-Hsi Lin – Education and Information Technologies, 2024
Some meta-analyses have confirmed the efficacy of technology-enhanced vocabulary learning. However, they have not delved into the specific ways in which technology-based activities facilitate vocabulary acquisition, or into first-language vocabulary learning. We conducted a systematic review that retrieved 1,221 journal articles published between…
Descriptors: Vocabulary Development, Technology Uses in Education, Language Acquisition, Native Language
Elizabeth C. Bell – ProQuest LLC, 2024
This study aimed to determine if the T3 framework for technology in education impacts students' vocabulary learning, oral language, and reading comprehension, specifically for students labeled as English Language Learners (ELLs). Students were asked to learn two root words a week for four weeks. During each instructional week, students were asked…
Descriptors: Social Justice, Vocabulary Development, Technology Uses in Education, Oral Language
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Jing Wu – JALT CALL Journal, 2024
Since ineffective foreign language (FL) vocabulary teaching has been shown in the higher education of mainland China, this study aims to achieve a satisfactory vocabulary teaching outcome through the construction of a computer-based systematic vocabulary teaching mode. Based on constructivism, the mode was established with three essential teaching…
Descriptors: Second Language Instruction, Vocabulary Development, Computer Assisted Instruction, Undergraduate Students
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Ndubuisi Friday Ugwu; Raphael Ezamenyi Ochiaka; Ugochukwu Simeon Asogwa; Adewumi Segun Igbinlade; Kamorudeen Taiwo Sanni; Toyin Segun Onayinka; Obinna Iroegbu; Michael Olayinka Irewole; Jacob Kehinde Opele; Abiodun Oyetunde Oloyede; Ndidi Christiana Ibenyenwa; Oladipo Adeyeye Olubodun – Higher Learning Research Communications, 2025
Objective: Our study aimed to compare the efficacy of artificial intelligence (AI)-based immersive training with human-led workshops to improve the English language skills of non-English early career researchers (NEECRs) in a Nigerian public university. Methods: Our study employed a randomized pretest/posttest control group design. A total of 124…
Descriptors: Artificial Intelligence, Technology Uses in Education, Workshops, Researchers
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Lucie M. Ramjan; Mei-Sheng Chao; Paul J. Glew; Bronwyn Everett; Hsin-Tzu Chen; Yi-Chen Lan; Shi J. Lin; Yenna Salamonson – Higher Education Research and Development, 2024
Students from Asian countries form the largest group of mobile international students in Western anglophone countries. Despite research on the mobility experiences of international students to anglophone and non-anglophone countries, there are limited cross-comparative, mixed-method studies exploring the experiences of host language acquisition…
Descriptors: Foreign Countries, Language Usage, Language of Instruction, College Students
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Behnam Behforouz; Ali Al Ghaithi – Educational Process: International Journal, 2024
Background/purpose: The present quantitative study investigated the effectiveness of utilizing ChatGPT as an instructional tool to enhance the learners' grammatical proficiency. Materials/methods: The study involved 60 Omani intermediate EFL learners randomly divided into three groups with 20 learners. The control group received traditional…
Descriptors: English (Second Language), Second Language Learning, Artificial Intelligence, Computer Software
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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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