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Yang, Jie Chi; Quadir, Benazir – Educational Technology & Society, 2018
The great value of applying digital games in language learning has been highlighted. However, there has been a lack of attention paid to the effects of prior knowledge in a contextual game-based language learning environment. To this end, this study developed an MMORPG-based educational game to facilitate English learning, aiming at investigating…
Descriptors: Prior Learning, Anxiety, Computer Games, Second Language Learning
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Yang, Jie Chi; Chang, Peichin – ReCALL, 2014
For many EFL learners, listening poses a grave challenge. The difficulty in segmenting a stream of speech and limited capacity in short-term memory are common weaknesses for language learners. Specifically, reduced forms, which frequently appear in authentic informal conversations, compound the challenges in listening comprehension. Numerous…
Descriptors: English (Second Language), Second Language Instruction, Second Language Learning, Listening Comprehension
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Yang, Jie Chi; Quadir, Benazir; Chen, Nian-Shing – Journal of Educational Computing Research, 2016
A growing number of studies have been conducted on digital game-based learning (DGBL). However, there has been a lack of attention paid to individuals' self-efficacy and learning performance in the implementation of DGBL. This study therefore investigated how the badge mechanism in DGBL enhanced users' self-efficacy in the subject domain of…
Descriptors: Self Efficacy, Second Language Learning, English (Second Language), Quasiexperimental Design
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Wu, Wen-Chi Vivian; Hsieh, Jun Scott Chen; Yang, Jie Chi – Educational Technology & Society, 2017
Since the advent of new technology for learning, innovative language instructors have been constantly seeking new pedagogy to match the potential of technology-enhanced instruction. While previous studies have supported the adoption of technologies to facilitate language teaching and learning, research into enhancing English as a foreign language…
Descriptors: Computer Mediated Communication, Communities of Practice, English (Second Language), Blended Learning