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TuongVan Vu; Martijn Meeter; Abe Hofman; Brenda Jansen; Lucía Magis-Weinberg; Elise van Triest; Nienke van Atteveldt – British Journal of Educational Psychology, 2025
Background: The purported reciprocity between motivation and academic achievement in education has largely been supported by correlational data. Aims: Our first aim was to determine experimentally whether motivation and achievement are reciprocally related. The second objective was to investigate a potential behavioural mediation pathway between…
Descriptors: Learning Motivation, Academic Achievement, Correlation, Undergraduate Students
Yi-Fan Wang; Mei-Hua Hsu; Max Yue-Feng Wang – Health Education Journal, 2025
Objective: The medical terminology escape room game (MTEG) is a chatbot designed for gamified education that aims to transform memorizing complex medical terminology into an enjoyable experience for medical students. By combining elements of ARCS (Attention, Relevance, Confidence and Satisfaction) theory with escape room adventures, the MTEG aims…
Descriptors: Vocabulary Development, Medical Education, Game Based Learning, Nursing Students
Kuo-Zheng Feng – Language Testing in Asia, 2024
This study addressed a gap in existing research on Multiple-Choice (MC) cloze tests by focusing on the learners' perspective, specifically examining the difficulties faced by vocational high school students (VHSs). A nationwide sample of 293 VHSs participated, providing both quantitative and qualitative data through a self-developed questionnaire.…
Descriptors: Language Tests, Multiple Choice Tests, Cloze Procedure, Student Attitudes
Xianlin Liu; Khalid Abdullah Alotaibi; Arash Hashemifardnia – European Journal of Education, 2025
In recent years, the integration of digital technologies into language learning has gained significant attention, particularly in the context of English as a Foreign Language (EFL) education. However, there remains a gap in understanding the broader affective and cognitive benefits of serious game-based learning (SGBL) in this field. The present…
Descriptors: Game Based Learning, Comparative Analysis, English (Second Language), Second Language Learning
Zhongling Pi; Xin Guo; Caixia Liu; Jiumin Yang – Active Learning in Higher Education, 2025
Students are often encouraged to explain recently-taught information to others to enhance their learning in various settings including face-to-face in the classroom, through text, or in educational videos. However, nearly all studies on the impact of explaining things to others have focused on the effects of explaining to a less-knowledgeable…
Descriptors: Peer Teaching, Prior Learning, Video Technology, Peer Relationship
Yang Tiantian; Abu Bakar Razali; Nurul N. Zulkifli; Joanna J. Jeyaraj – Journal of Pedagogical Research, 2024
Recognizing the roles that English vocabulary, social interaction, academic performance, and learning motivation play in language learning can be useful in chiefly enhancing EFL language acquisition. This research explores the challenges that the pre-college EFL students encounter while expanding their word learning knowledge, communicating in the…
Descriptors: Cooperative Learning, Telecommunications, Handheld Devices, Learning Motivation
Ran Wei; Yu Li – Interactive Learning Environments, 2024
Vocabulary is an essential component of language learning. Despite the fact that form-focused instruction (hereinafter FFI) has been demonstrated to be effective in language learning, it remains unclear when and how FFI can contribute to vocabulary learning. To address this question, this study takes the timing of FFI into consideration and…
Descriptors: Foreign Countries, Second Language Instruction, English (Second Language), Vocabulary Development
Baoqi Sun; Beth Ann O'Brien; Nur Artika Binte Arshad; He Sun – Reading and Writing: An Interdisciplinary Journal, 2024
This study examined the within- and cross-language relationships between intrinsic language learning motivation, home literacy environment (shared book reading, parental literacy involvement, and parent perceived child literacy interest), and receptive vocabulary in 185 bilingual preschoolers and 233 primary school children in Singapore. Age…
Descriptors: Learning Motivation, Family Literacy, Family Environment, Bilingual Students
Jose Belda-Medina – Contemporary Educational Technology, 2025
This study investigates the impact of augmented reality (AR) on vocabulary and content learning, as well as attitudes, in a content and language integrated learning (CLIL) setting. The research, based on convenience sampling, involved 162 secondary education students from three schools, divided into an experimental group (EG) and a control group…
Descriptors: Content and Language Integrated Learning, Simulated Environment, Vocabulary Development, Language Acquisition
Grant D. Moss, Editor; Leah McKeeman, Editor – Central States Conference on the Teaching of Foreign Languages, 2025
The 2025 Central States Conference on the Teaching of Foreign Languages was held in Kansas City, Missouri on March 13-15. This year's theme, "Global Goals, Global Languages," highlighted the partnership of the United Nations' 17 Sustainable Development Goals (Global Goals) and language curricula. The Global Goals were created to address…
Descriptors: Second Language Learning, Second Language Instruction, Spanish, Teaching Methods
Aliabd Kadhum – Journal on English Language Teaching, 2024
This study explores the impact of mobile learning applications on the vocabulary acquisition, motivation, and engagement of Iraqi ESP medical students. This study was conducted with 60 students from Meisan University, who were randomly divided into an experimental group using the Quizlet mobile application and a control group following traditional…
Descriptors: Foreign Countries, Telecommunications, Handheld Devices, Computer Oriented Programs
Abdullah Albalawi – Australian Journal of Applied Linguistics, 2024
This review paper explores the role of individual differences in second language vocabulary learning, focusing on three key factors: out-of-class exposure (e.g., viewing TV, playing video games and listening to songs), strategic vocabulary learning, and motivation. Individual differences significantly impact vocabulary learning, making it crucial…
Descriptors: Individual Differences, Metacognition, Vocabulary Development, Linguistic Input
Jia-Hua Zhao; Patcharin Panjaburee; Gwo-Jen Hwang; Wararat Wongkia – Interactive Learning Environments, 2024
Scholars have suggested English classrooms with sufficient context and fun activities to increase English performance and promote learning motivation. With the rapid growth of technology-enhanced learning, virtual reality (VR) has become increasingly popular in English learning. Using VR without a well-designed learning environment, however, may…
Descriptors: Foreign Countries, Metacognition, Game Based Learning, Computer Simulation
Ranyme Ghidhaoui – Hungarian Educational Research Journal, 2025
Despite the established value of music for language learning, in that, the bulk of empirical studies that corroborate its usefulness, teachers still eschew its incorporation in the classroom as song materials remain underutilized. The ideological basis of this discrepancy is poorly understood as little is known about English language teachers'…
Descriptors: Foreign Countries, Singing, English (Second Language), Second Language Learning
Effects of Gamified Grammar and Vocabulary Learning in an English Course on EFL Students in Thailand
Nur Lailatur Rofiah; Budi Waluyo – Teaching English with Technology, 2024
The present study investigated the effects of gamified grammar and vocabulary learning using Kahoot!, Quizizz, and Quizlet on learning performance, motivation, enjoyment, anxiety, and classroom dynamics and engagement in an English course. The investigation also involved the effects of gamified learning on gender, proficiency, and learning…
Descriptors: Vocabulary Development, Teaching Methods, English (Second Language), Second Language Learning
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