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Fan, Min; Antle, Alissa N.; Warren, Jillian L. – Journal of Educational Computing Research, 2020
In this article, we present a systematic review of literature on augmented reality (AR) supported for early language learning. We analyzed a total of 53 papers from 2010 to 2019 using qualitative analysis with complementary descriptive quantitative analysis. Our findings revealed three main AR learning activities: word spelling games, word…
Descriptors: Computer Simulation, Language Acquisition, Educational Research, Spelling
Shu, Liuyi; Liu, Min – Journal of Educational Multimedia and Hypermedia, 2019
Game-based learning is getting popular in both K-12 schools and colleges. Research is needed to understand how engagement can influence learning and what specific factors of game-based learning that affect learners. In this study, we reviewed a total of 20 empirical studies from refereed journals that examined student engagement in game-based…
Descriptors: Learner Engagement, Educational Games, Learning Processes, Outcomes of Education
Daoud, Rana; Starkey, Louise; Eppel, Elizabeth; Vo, Tho Doan; Sylvester, Allan – Journal of Research on Technology in Education, 2021
This article presents a systematic review of literature that explores the educational value of the Internet in the home for school aged children. Research published between 2008 and 2018 was examined and 67 items were analyzed. A range of positive, negative and neutral correlations or outcomes of home Internet use were identified across the three…
Descriptors: Home Schooling, Teaching Methods, Internet, Correlation
Alsawaier, Raed S. – International Journal of Information and Learning Technology, 2018
Purpose: Gamification is the application of game features, mainly video game elements, into non-game context for the purpose of promoting motivation and engagement in learning. The application of gamification in a pedagogical context provides some remedy for many students who find themselves alienated by traditional methods of instruction. The use…
Descriptors: Educational Games, Teaching Methods, Learning Motivation, Learner Engagement
Yaccob, Nur Syafiqah; Yunus, Melor Md – Arab World English Journal, 2019
Traditional teaching and learning process referring to chalk-and-talk has become outdated in lessons. Teachers and learners are exposed to various task-based process to encourage a better participation among learners throughout the lesson. One of the most common and preferred teaching strategies is the use of language games to aid the teaching of…
Descriptors: English (Second Language), Second Language Learning, Second Language Instruction, Instructional Effectiveness
Zhao, Chuqiao – Cogent Education, 2016
This review paper examines how standardized language assessment affects Chinese young learners' motivation for second-language learning. By presenting the historical and contemporary contexts of the testing system in China, this paper seeks to demonstrate the interrelationship among cultural, social, familial, and individual factors, which…
Descriptors: Standardized Tests, Language Tests, Second Language Learning, Learning Motivation
Talakoub, Chelsea – Region 15 Comprehensive Center, 2020
Due to the COVID-19 pandemic, the world of education has had to abruptly pivot to relying heavily on digital methods of delivery. For teachers, much of their professional learning has gone digital as well. To help those in charge of developing and delivering teacher professional learning online, this knowledge brief produced by the Region 15…
Descriptors: COVID-19, Pandemics, Distance Education, Teaching Methods
Alzaid, Faten; Alkarzae, Nouf – Online Submission, 2019
Assessment has a significant influence on the process of teaching and learning. It is essential to close the gap between learners' performance and the target performance. The rapid changing of technology reached the assessment community by developing new and different ways of formative assessments. This paper is written to distinguish between…
Descriptors: Student Evaluation, Evaluation Methods, Computer Assisted Testing, Formative Evaluation
Lee Jin Choi – Problems of Education in the 21st Century, 2018
Despite increasing scholarly interest in language learners' identities, little effort has been devoted to critically reviewing the latest research on second language learners' identities and providing future directions for study. This recent increase in research then raises an important set of questions: (a) How have second language learners'…
Descriptors: Self Concept, Second Language Learning, Second Language Instruction, English (Second Language)
Carenys, Jordi; Moya, Soledad – Accounting Education, 2016
This article presents a review of the accounting and business literature on digital game-based learning (DGBL). The article classifies what is already settled in the literature about the theoretical foundations of DGBL's effectiveness and its practical use into three categories. The first comprises what is known about the evaluation of digital…
Descriptors: Accounting, Business Administration Education, Instructional Effectiveness, Teaching Methods
Wu, Chih-Hung; Huang, Yueh-Min; Hwang, Jan-Pan – British Journal of Educational Technology, 2016
Affect can significantly influence education/learning. Thus, understanding a learner's affect throughout the learning process is crucial for understanding motivation. In conventional education/learning research, learner motivation can be known through postevent self-reported questionnaires. With the advance of affective computing technology,…
Descriptors: Computer Uses in Education, Educational Trends, Affective Behavior, Learning Motivation
Borona, Stefania; Tambouris, Efthimios; Tarabanis, Konstantinos – International Journal of Learning Technology, 2018
The rapid development of information and communication technologies (ICTs) is influencing the way we learn. 3D multi-user virtual environments (3D MUVEs) are emerging technology that is increasingly used in computer assisted language learning (CALL). Virtual environments are immersive, virtual worlds that could enhance second language learning…
Descriptors: Computer Assisted Instruction, Second Language Learning, Second Language Instruction, Case Studies
Nouri, Ali; Pihlgren, Ann – Dialogic Pedagogy, 2018
This paper explores the possibilities of the pedagogical use of Socratic dialogue as a basis for educating students diagnosed with autism. The Socratic dialogue is a particular pedagogical method used in educational settings to enhance student's thinking and dialogic abilities. Research has proven that Socratic dialogue may result in improved…
Descriptors: Autism, Pervasive Developmental Disorders, Seminars, Teaching Methods
Tze, Virginia M. C.; Daniels, Lia M.; Klassen, Robert M. – Educational Psychology Review, 2016
The experience of academic boredom among students may be universal; in fact, almost all students complain at least occasionally about being bored in class or while studying. Despite the perceived negative influence of boredom on learning, there has been no synthesis of empirical findings underscoring how boredom relates to academic outcomes.…
Descriptors: Psychological Patterns, Interests, Learner Engagement, Academic Achievement
Kukulska-Hulme, Agnes; Viberg, Olga – British Journal of Educational Technology, 2018
This paper presents a review of mobile collaborative language learning studies published in 2012-16 with the aim to improve understanding of how mobile technologies have been used to support collaborative learning among second and foreign language students. We identify affordances, general pedagogical approaches, second- and foreign-language…
Descriptors: Telecommunications, Handheld Devices, Second Language Learning, Second Language Instruction