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Showing 1 to 15 of 19 results Save | Export
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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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Hofmeyr, Michael – JALT CALL Journal, 2023
The notion that digital games can be effectively employed as tools for learning and teaching has steadily been gaining traction among educational theorists and researchers, with numerous empirical studies pointing to the potential benefits of games for skill and knowledge development. However, a solid understanding of learners' attitudes and…
Descriptors: Student Attitudes, Video Games, Game Based Learning, Foreign Countries
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Li, Ke; Peterson, Mark; Wan, Jiahui – International Journal of Computer-Assisted Language Learning and Teaching, 2022
Despite the increasing awareness of digital games' potential for language learning, only a handful of studies focus on their integration into classrooms. Informed by bridging activities, this mixed methods case study recruited six students to engage in instructed gameplay in class and game-related activities after class. Both qualitative and…
Descriptors: Video Games, Second Language Learning, Academic Achievement, Learner Engagement
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Andersson, Shawn – JALT CALL Journal, 2022
Digital game-based language learning (DGBLL) is a field that promotes language learning by combining game entertainment and mechanics inducive to learning. Researchers have proposed evidence of various language-learning benefits, yet downsides persist, such as negative stigmas, a lack of participation of non-gamers, and potential adverse…
Descriptors: Foreign Countries, College Students, English (Second Language), Second Language Learning
White, Jeremy – Online Submission, 2022
Bring Your Own Device (BYOD) is a concept that is gaining a following worldwide as a cost-effective means for schools to provide 21st-century skills (Bell, 2010) with limited funding. The current paper shows the results of a survey into the opinions and perceptions of parents of Japanese K1-3 students' use of technology, specifically the…
Descriptors: Parent Attitudes, Private Schools, Kindergarten, Family Environment
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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
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Wu, Mei-Hung – Computer Assisted Language Learning, 2021
The rise of augmented reality hits the world of Information, Communication and Technology which brings about the booming phenomenon of mobile games. One of hot mobile game with the successful application of augmented reality is "Pokémon Go," issued in August 2016. The uses of augmented reality not only give the gamers a new kind…
Descriptors: Computer Simulation, Telecommunications, Handheld Devices, Computer Games
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Saito, Kazuya; Hanzawa, Keiko; Petrova, Katya; Kachlicka, Magdalena; Suzukida, Yui; Tierney, Adam – Language Learning, 2022
Scholars have extensively investigated the effectiveness of high variability phonetic training (HVPT), that is, identification and discrimination of second language speech sounds produced by multiple speakers followed by trial-by-trial feedback. Building on the notion of incidental and multimodal learning in cognitive psychology (e.g., Lim &…
Descriptors: English (Second Language), Second Language Learning, Second Language Instruction, Foreign Countries
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Pastes Urbano, Lina M.; Terán, Hamil S.; Sotelo Gómez, Fabinton; Solarte, Mario F.; Sepulveda, Carlos J.; López Meza, Juan M. – Journal of Information Technology Education: Research, 2020
Aim/Purpose: The purpose is a bibliographic review that seeks to offer a clearer vision of the impact of technological tools on the implementation of the flipped classroom model. Background: This document reviews the flipped classroom and secondary education literature to analyze what technological tools are used to implement this model in…
Descriptors: Educational Technology, Technology Uses in Education, Homework, Video Technology
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Swier, Robert; Peterson, Mark – JALT CALL Journal, 2018
Past research on digital games and virtual worlds suggests that these platforms provide multiple benefits for language learning, including positive effects on motivation and opportunities for authentic learner interaction. Despite this, adoption of these platforms in classrooms appears largely nonexistent. We provide a review of research on the…
Descriptors: Foreign Countries, Educational Technology, Technology Uses in Education, Higher Education
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Bolliger, Doris U.; Mills, Daniel; White, Jeremy; Kohyama, Megumi – Journal of Educational Computing Research, 2015
Researchers investigated perceptions of Japanese college students toward the use of digital games in English-language learning. The study was conducted at one large private university in Japan. Undergraduate students who were enrolled in 14 English-language courses were invited to complete a paper-based survey during class time. The survey…
Descriptors: Foreign Countries, English (Second Language), Second Language Learning, Video Games
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Bushman, Brad J.; Rothstein, Hannah R.; Anderson, Craig A. – Psychological Bulletin, 2010
In this article we reply to C. J. Ferguson and J. Kilburn's (2010) critique of our meta-analysis on violent video game effects (C. A. Anderson et al., 2010). We rely on well-established methodological and statistical theory and on empirical data to show that claims of bias and misinterpretation on our part are simply wrong. One should not…
Descriptors: Violence, Video Games, Aggression, Meta Analysis
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deHaan, Jonathan; Reed, W. Michael; Kuwada, Katsuko – Language Learning & Technology, 2010
Video games are potential sources of second language input; however, the medium's fundamental characteristic, interactivity, has not been thoroughly examined in terms of its effect on learning outcomes. This experimental study investigated to what degree, if at all, video game interactivity would help or hinder the noticing and recall of second…
Descriptors: Music, Video Games, Second Languages, Vocabulary Development
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Shibuya, Akiko; Sakamoto, Akira; Ihori, Nobuko; Yukawa, Shintaro – Simulation & Gaming, 2008
A 1-year panel study of 591 children in fifth grade explored the accumulative effects of the presence and contexts of video game violence on aggression and the antiviolence norm in Japan, on the basis of a comprehensive content analysis of video game violence. The results suggest that contextual effects of violent video games are quite complex,…
Descriptors: Video Games, Statistical Data, Foreign Countries, Content Analysis
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Anderson, Craig A.; Shibuya, Akiko; Ihori, Nobuko; Swing, Edward L.; Bushman, Brad J.; Sakamoto, Akira; Rothstein, Hannah R.; Saleem, Muniba – Psychological Bulletin, 2010
Meta-analytic procedures were used to test the effects of violent video games on aggressive behavior, aggressive cognition, aggressive affect, physiological arousal, empathy/desensitization, and prosocial behavior. Unique features of this meta-analytic review include (a) more restrictive methodological quality inclusion criteria than in past…
Descriptors: Research Design, Antisocial Behavior, Video Games, Aggression
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