Publication Date
| In 2026 | 0 |
| Since 2025 | 1 |
| Since 2022 (last 5 years) | 2 |
| Since 2017 (last 10 years) | 4 |
Descriptor
Author
Publication Type
| Journal Articles | 3 |
| Reports - Research | 3 |
| Books | 1 |
| Collected Works - General | 1 |
Education Level
| Higher Education | 2 |
| Postsecondary Education | 2 |
| Early Childhood Education | 1 |
| Elementary Education | 1 |
| Grade 10 | 1 |
| High Schools | 1 |
| Secondary Education | 1 |
Audience
| Researchers | 1 |
| Teachers | 1 |
Laws, Policies, & Programs
Assessments and Surveys
What Works Clearinghouse Rating
Rueckert, Daniel; Pico, Karina; Kim, Daesang; Calero Sánchez, Ximena – Foreign Language Annals, 2020
New instructional models for learning are emerging as alternatives to traditional education. Gamified instruction is touted as a motivational alternative for learning that increases learner autonomy, but research is lacking into its educational merit beyond those claims. This study measured the extent to which a gamified English as a foreign…
Descriptors: Game Based Learning, Second Language Learning, Teaching Methods, English (Second Language)
Hernández-Chérrez, Elsa; Hidalgo-Camacho, Cynthia; Escobar-Llanganate, Paulina – International Journal of Instruction, 2021
The current work was based on a project that aimed to enhance the English-speaking skill development in tenth graders of a public high school in Ambato, a city of the Andean Region of Ecuador. The population involved 145 students who were surveyed to detect their impression about the use of Communication Games in the English as a Foreign Language…
Descriptors: Game Based Learning, Speech Skills, English (Second Language), Second Language Learning
Cabrera-Solano, Paola – International Journal of Educational Methodology, 2022
This study aimed to analyze the effect of game-based learning (GBL) through the use of Genially in English as a foreign language (EFL) online instruction. The participants were 61 EFL undergraduate students, who were distributed into an experimental group (32 students), and a control group (29 students). Their ages ranged from 22 to 56 years old,…
Descriptors: Game Based Learning, Higher Education, Academic Achievement, Student Attitudes
Copelia Mateo-Guillen, Editor; Antonio Cortijo Ocaña, Editor – IGI Global, 2025
Education has undergone profound transformations with the addition of digital learning and educational technologies. Technology reshapes how knowledge is delivered, accessed, and engaged with, breaking down traditional barriers of time, location, and resource limitations. Innovations like online learning platforms, immersive simulations,…
Descriptors: Educational Technology, Technology Uses in Education, Graduate Students, Student Attitudes

Peer reviewed
Direct link
