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Junjie Gavin Wu; Danyang Zhang; Sangmin-Michelle Lee; Junhua Xian – International Journal of Computer-Assisted Language Learning and Teaching, 2025
Digital games have become an important educational tool for learning and teaching. The development of such games has advanced from 2D, desktop-based technologies to 3D, augmented reality (AR) / virtual reality (VR)-based technologies. Yet digital game-based language learning (DGBLL) with AR/VR has only recently started to be investigated, owing to…
Descriptors: Video Games, Computer Simulation, Second Language Learning, Game Based Learning
Matt Kessler; Juan M. Rostrán Valle; Kübra Çekmegeli; Sean Farrell – Foreign Language Annals, 2025
The emergence of generative artificial intelligence (GenAI) chatbots has created opportunities and challenges for higher education. Extant scholarship has explored GenAI's capabilities and topics involving teachers' and students' perceptions of these tools. However, there is limited research exploring (1) whether second language (L2) learners…
Descriptors: Artificial Intelligence, Technology Uses in Education, Second Language Learning, Ethics
Enzo Simonnet; Mathieu Loiseau; Élise Lavoué – Journal of Computer Assisted Learning, 2025
Background: Vocabulary learning is an essential dimension of foreign language learning. The learners have a huge responsibility in this task. Among other factors, time constraints and an overall lack of maintained motivation on the part of students makes it especially challenging. Consequently, improving vocabulary learning requires strategies to…
Descriptors: Vocabulary Skills, Technology Uses in Education, Educational Technology, Motivation
Weijian Yan; Victoria L. Lowell – TechTrends: Linking Research and Practice to Improve Learning, 2025
Virtual Reality (VR) has been utilized in foreign language education for over 50 years, and it has gone through four distinct stages in foreign language education: Two-dimensional (2D) text-based VR, three-dimensional (3D) desktop-based VR, 3D HMD-based VR, and AI-enhanced 3D HMD-based VR. Drawing on relevant studies and examples, this article…
Descriptors: Computer Simulation, Second Language Instruction, Second Language Learning, Artificial Intelligence
Regina Kaplan-Rakowski; Tricia Thrasher – British Journal of Educational Technology, 2025
Virtual reality (VR) has been gaining prominence in education, with its interactive capabilities continually expanding. This quantitative study (N = 91) tested the educational effectiveness of high-immersion VR (HiVR) versus low-immersion VR (LiVR) and the impact of interactivity on vocabulary learning. The between-subjects portion of this study…
Descriptors: Computer Simulation, Technology Uses in Education, Instructional Effectiveness, Interaction
Ali Al Ghaithi; Behnam Behforouz – Australian Journal of Applied Linguistics, 2025
This study aimed to assess the impact of digital storytelling on learners' receptive and productive vocabulary knowledge. For this purpose, 48 participants with intermediate English proficiency were divided into two equal groups: control and experimental. After conducting the pretest, implementing the treatment for the experimental group, and…
Descriptors: Story Telling, Vocabulary Development, Second Language Learning, English (Second Language)
Jim Cummins – Language, Culture and Curriculum, 2024
The evolution of digital technologies has frequently been hailed as a 'game-changer' in education. However, like previous technological innovations, such as television, these recent developments have failed thus far to demonstrate any significant large-scale improvement in the quality of educational provision or in educational outcomes. The papers…
Descriptors: Teaching Methods, Technology Uses in Education, Multilingualism, Language Acquisition
Ruofei Zhang; Di Zou; Gary Cheng – Education and Information Technologies, 2024
Research on technology-enhanced language learning (TELL) has been rapidly growing since 2000, of which the attention is mostly on the statistically significant positive results. However, learning from TELL with null and negative results (NNR), especially its features and reasons, can develop knowledge and awareness of the nature and limitations of…
Descriptors: Computer Assisted Instruction, Technology Uses in Education, Second Language Learning, Social Theories
Jose A. Mompean – ELT Journal, 2024
This article analyses how ChatGPT may be used in L2 pronunciation teaching and learning, especially when explicit pronunciation instruction is integrated into a communicative approach to language teaching. The possible use of ChatGPT for production practice, listening practice, and obtaining explanations and examples of target L2 features is…
Descriptors: English (Second Language), Second Language Learning, Second Language Instruction, Technology Uses in Education
Erik Voss; Hansun Zhang Waring – TESOL Quarterly: A Journal for Teachers of English to Speakers of Other Languages and of Standard English as a Second Dialect, 2025
Significant advancements in voice chatbots have spurred interest into their role in second language learning (Conium, 2008), particularly their ability to assist in the development of learners' conversation skills in a target language. Many efforts have been made to explore AI's potential to act as conversation partners for language learners. Of…
Descriptors: Artificial Intelligence, Technology Uses in Education, Computer Mediated Communication, Man Machine Systems
Danyang Zhang; Sara Hennessy; Pascual Pérez-Paredes – Computer Assisted Language Learning, 2025
The enormous importance of second language learning, paired with the rapid development of mobile-assisted language learning, has led to the increasing use of mobile dictionaries by English as a Foreign Language (EFL) learners at Chinese universities. Although many studies have explored the role of dictionaries in English language learning, few…
Descriptors: Foreign Countries, English (Second Language), Second Language Learning, Dictionaries
Irum Alvi – IAFOR Journal of Education, 2025
Gamified learning apps have proliferated for language learning in contemporary Higher Educational contexts, owing to their capacity to enhance learner engagement and motivation. However, limited empirical attention has been given to the psychological and cognitive mechanisms through which learners' interactions with gamified elements translate…
Descriptors: Second Language Learning, Gamification, Technology Uses in Education, Computer Software
Yumeng Guo; Yongliang Wang – European Journal of Education, 2025
As artificial intelligence (AI) gains prominence, its integration into second language (L2)/foreign language (FL) instruction has become a significant trend. Despite the considerable promise of AI for L2/FL learning, more research is still needed on its effects on student academic engagement in literature classes and the corresponding emotional…
Descriptors: Artificial Intelligence, Technology Uses in Education, Second Language Learning, English (Second Language)
Siyi Wang; Yongxiang Wang – European Journal of Education, 2025
Cognitive and affective factors play crucial roles in shaping learners' attitudes towards generative artificial intelligence (GenAI). However, the synergistic influence of language attitude and emotions, including foreign language enjoyment (FLE) and foreign language classroom anxiety (FLCA) on struggling EFL learners' GenAI attitudes remains…
Descriptors: Second Language Learning, English (Second Language), Anxiety, Artificial Intelligence
Irene Acevedo de la Peña; Daniel Cassany – Journal of Technology and Science Education, 2024
There is currently little research on the use of podcasting as a learning tool in the tertiary-level foreign language classroom. Here we attempt to partly fill that gap through a multiple case study of three university teachers who use this technology in their courses in Spanish as a foreign language. We obtained data for analysis primarily in two…
Descriptors: Audio Equipment, Computer Software, Handheld Devices, Information Dissemination

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