NotesFAQContact Us
Collection
Advanced
Search Tips
Audience
Laws, Policies, & Programs
What Works Clearinghouse Rating
Showing all 9 results Save | Export
Peer reviewed Peer reviewed
Direct linkDirect link
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
Peer reviewed Peer reviewed
Direct linkDirect link
Christopher, Adam – International Journal on E-Learning, 2020
There are two important dimensions to successful second language learning: what goes on inside the classroom and what goes on outside of the classroom (Richards, 2015). This paper investigates smartphone use for online learning of English among Japanese university students using online surveys and semi-structured interviews. The investigation…
Descriptors: English (Second Language), Second Language Learning, Telecommunications, Handheld Devices
Peer reviewed Peer reviewed
Direct linkDirect link
Calvo-Ferrer, José Ramón – International Journal of Game-Based Learning, 2021
The frequency of word exposure in teaching materials, along with corrective feedback, has often been identified as a powerful variable in the learning of vocabulary in a foreign language. The effect of the number of times an action is presented as accurate in digital game-based language learning scenarios (i.e., knowledge of correct response [KCR]…
Descriptors: Feedback (Response), Error Correction, Computer Games, Video Games
Peer reviewed Peer reviewed
Direct linkDirect link
Suki, Norazah Mohd; Suki, Norbayah Mohd – Technology, Knowledge and Learning, 2019
This study examines the structural relationships at work when embedding role-play games in a class for Japanese language proficiency. It does so by applying the Technology Acceptance Model, and the Unified Theory of Acceptance and Usage of Technology as its guiding principles. The setting was a Malaysian public university and the subjects, 200…
Descriptors: Role Playing, Educational Games, Video Games, Teaching Methods
Orhon, Yelda – Online Submission, 2018
The area of language teaching and learning is constantly changing due to emerging educational, technological and social trends or innovations all around the world, so there is no universally correct way to learn a language for everyone. That's why it is not possible for a classroom context to address everyone's needs sufficiently during the class…
Descriptors: English (Second Language), Second Language Learning, Second Language Instruction, Independent Study
Peer reviewed Peer reviewed
PDF on ERIC Download full text
Cardoso, Walcir; Grimshaw, Jennica; Waddington, David – Research-publishing.net, 2015
Digital gaming in education is an area that has been rapidly expanding in popularity and is gradually being applied to second language (L2) contexts (Godwin-Jones, 2014). Mobile gaming in particular offers the benefits of digital gaming while also offering the portability and accessibility of mobile devices (Ogata & Yana, 2003; Stockwell,…
Descriptors: Educational Games, Video Games, Telecommunications, Handheld Devices
Peer reviewed Peer reviewed
Direct linkDirect link
Vahdat, Sedigheh; Rasti Behbahani, Amin – Reading Matrix: An International Online Journal, 2013
This study explored the effect of video games as a new tool for Iranian EFL (English as a foreign language) vocabulary learning. To conduct the study, 40 intermediate EFL learners, both male and female, were chosen through a TOEFL proficiency test. The participants were divided into two groups (10 males and 10 females in each): a control group and…
Descriptors: English (Second Language), Second Language Learning, Second Language Instruction, Video Games
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
Kim, Youb, Ed.; Risko, Victoria J., Ed.; Compton, Donald L., Ed.; Dickinson, David K., Ed.; Hundley, Melanie K., Ed.; Jimenez, Robert T., Ed.; Leander, Kevin M., Ed.; Rowe, Deborah Wells, Ed. – National Reading Conference, 2008
This publication offers the 57th Yearbook of the National Reading Conference (NRC). This Yearbook begins with a preface and presents profiles of two awardees, John E. McEneaney and Scott G. Paris. Included in this Yearbook are the following papers: (1) The Education of African-American Students: Voicing the Debates, Controversies, and Solutions…
Descriptors: African American Students, Recreational Reading, Reading Ability, Scholarship