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Paula Behenck Machado; Patricia Jantsch Fiuza; Graziela Fátima Giacomazzo – International Association for Development of the Information Society, 2023
Due to the advance of technologies and the increase of their use around the world, it shows a need to include them in education, as tools that could help the current teaching methods. Taking into account that most English classes in Brazilian public schools have been happening in the same way for many years, and considering the importance of…
Descriptors: Foreign Countries, English (Second Language), Language Teachers, Educational Technology
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Ragad M. Tawafak; Liqaa Habeb Al-Obaydi; Blanka Klimova; Marcel Pikhart – Contemporary Educational Technology, 2023
This abstract presents a research study that investigates the effects of technology integration (TI) through digital gameplay on English as a foreign language (EFL) college students' behavior intention. The study employs a mixed-methods research design, combining quantitative and qualitative data collection and analysis methods. The quantitative…
Descriptors: Technology Integration, English (Second Language), Second Language Instruction, College Students
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Boudadi, Nadia Azzouz; Gutiérrez-Colón, Mar – The EUROCALL Review, 2020
This paper focuses on a fairly new motivational technique, the so-called Gamification, which consists of introducing game mechanics in non-game environments to promote motivation and engagement. By the turn of the 21rst century, Gamification took off in the business field and soon after became an attractive concept for researchers and…
Descriptors: Student Motivation, Learning Motivation, Databases, Meta Analysis
Lin, Grace Hui Chin; Tsai, Tony Kung Wan; Chien, Paul Shih Chieh – Online Submission, 2011
Numerous scholars have recommended computer games can function as influential motivation stimulants of English learning, showing benefits as learning tools (Clarke and Dede, 2007; Dede, 2009; Klopfer and Squire, 2009; Liu and Chu, 2010; Mitchell, Dede & Dunleavy, 2009). This study aimed to further test and verify the above suggestion,…
Descriptors: Second Language Learning, Games, Student Motivation, Stimuli
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Suh, S.; Kim, S. W.; Kim, N. J. – Journal of Computer Assisted Learning, 2010
This study investigated the effectiveness of massive multiplayer online role-playing game (MMORPG)-based (massive multiplayer online role-playing game) instruction in elementary English education. The effectiveness of the MMORPG program was compared with face-to-face instruction and the independent variables (gender, prior knowledge, motivation…
Descriptors: Foreign Countries, Games, Prior Learning, Learning Motivation
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Liu, Tsung-Yu; Chu, Yu-Ling – Computers & Education, 2010
This paper reports the results of a study which aimed to investigate how ubiquitous games influence English learning achievement and motivation through a context-aware ubiquitous learning environment. An English curriculum was conducted on a school campus by using a context-aware ubiquitous learning environment called the Handheld English Language…
Descriptors: Educational Strategies, Learning Activities, Learning Motivation, Educational Technology
McGowan, Moray – Englisch, 1978
As a supplement to the available games for use in teaching, two writing games are presented, with suggestions for their use. They are recommended as a motivating device. A list of pertinent works on the subject is also provided. (IFS/WGA)
Descriptors: English (Second Language), Games, Language Instruction, Learning Motivation
Guisset, Marcel – 1992
It is argued that vocabulary development is too often ignored in the communicative approach to second language teaching, while a good command of language and pleasure in speaking it require access to the appropriate words. Traditionally, vocabulary development has been accomplished by two complementary techniques: reading and classroom exercises.…
Descriptors: Class Activities, Games, Oral Language, Second Language Instruction
Apelt, Walter – Deutsch als Fremdsprache, 1973
Fourth and final part of a continuing article; parts 1-3 appeared in "Deutsch als Fremdsprache" n3 1971, n4 1971, and n5 1973. (DD)
Descriptors: Audiolingual Methods, Cognitive Processes, Comprehension, Experiential Learning
Sullivan, Patricia – Forum, 2002
Features excerpts from selected articles that reflect major trends in English language teaching during the past 40 years. The four articles selected here focus on games that motivate students, guidelines for a conversation class, understanding language change, and the humanistic approach. (Author/VWL)
Descriptors: Conversational Language Courses, Educational Trends, English (Second Language), Games
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Cortez, Emilio G. – English Language Teaching Journal, 1978
A brief discussion of language-teaching games is provided that includes suggestions for further research and a description of the game "Happy Face." (HP)
Descriptors: Class Activities, Educational Games, Educational Media, Elementary Education
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Balser, Jeffrey R.; Blice, Sylvia A. – Unterrichtspraxis, 1978
Examines three examples of computer games that can be used by high school German students: antonyms, compound nouns, and prepositions. The programs were written in BASIC and developed for use in a second-year German class. (EJS)
Descriptors: Class Activities, Computer Assisted Instruction, Educational Games, Educational Media
Fidalgo, Reyes I.; von Schmidt, Wolff – 1995
Use of games in the second language classroom to assess class participation and development of oral skills is discussed. Difficulties in assessing oral second language skills are outlined, and a central issue is identified: the discrepancy between a syllabus in which class participation is required and students unwilling to participate due to lack…
Descriptors: Alternative Assessment, Class Activities, Classroom Communication, Creativity