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Megala Rajendran; Moniza Ray; Ajit Ilangovan; Vinoth Kumar Chokkalingam; Anand Binod Singh – Language Teaching Research Quarterly, 2024
Digital games are increasingly used in education to boost engagement and reduce stress. Digital game-based learning (DGBL) has improved the learning experience. However, further investigation is needed to determine the specific impact of commercially available, off-the-shelf (COTS) video games on English language skills. This study provides a…
Descriptors: Video Games, Second Language Learning, English (Second Language), Language Skills
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Stracke, Christian M.; Sharma, Ramesh Chander; Bozkurt, Aras; Burgos, Daniel; Cassafieres, Cécile Swiatek; dos Santos, Andreia Inamorato; Mason, Jon; Ossiannilsson, Ebba; Santos-Hermosa, Gema; Shon, Jin Gon; Wan, Marian; Agbu, Jane-Frances Obiageli; Farrow, Robert; Karakaya, Özlem; Nerantzi, Chrissi; Ramírez-Montoya, María Soledad; Conole, Grainne; Cox, Glenda; Truong, Vi – International Review of Research in Open and Distributed Learning, 2022
In terms of scale, shock, and disenfranchisement, the disruption to formal education arising from COVID-19 has been unprecedented. Anecdotally, responses from teachers and educators around the world range from heightened caution to being inspired by distance education as the "new normal." Of all the challenges, face-to-face and formal…
Descriptors: COVID-19, Pandemics, Open Education, Distance Education
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Noam, Gil G.; Triggs, Bailey B. – International Journal for Research on Extended Education, 2018
What is it about afterschool that gives it so much potential to powerfully influence educational best practices around the world? This paper will explore what truly defines "afterschool" beyond the time- and location-based pedagogy of the term and will make the case for the use of "expanded learning" or "expanded…
Descriptors: After School Education, Vocabulary, Classification, Cultural Differences