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Runtong He; De Dong – International Journal of Adult Education and Technology, 2024
With the enhancement of internet medium and development of science and technology, interactive technologies have gradually emerged in the field of language education. However, previous empirical studies and meta-analyses have focused on the impact of specific types of technologies. Therefore, this study aims to comprehensively synthesize the…
Descriptors: Meta Analysis, Second Language Learning, Second Language Instruction, Teaching Methods
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Susana A. Eisenchlas; Kelly Shoecraft – Student Success, 2024
This practice report describes a 12-week stand-alone course designed to address the challenges university students face in foreign language classes. Adopting principles of transformative language learning, course content, activities and resources were designed and implemented to dispel myths and preconceptions regarding language instruction,…
Descriptors: Transformative Learning, Social Emotional Learning, Second Language Learning, Second Language Instruction
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Bradley, Linda; Al-Sabbagh, Khaled Walid – Australian Journal of Applied Linguistics, 2022
The mobile phone has become an indispensable device for communication and managing everyday life among newly arrived migrants. Learning a new language is a crucial aspect of integration and professionalization in a foreign country, and the phone is a tool that is also used by migrants also for language learning. The purpose of this study is to…
Descriptors: Immigrants, Telecommunications, Handheld Devices, Computer Assisted Instruction
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Lavoue, Elise; Monterrat, Baptiste; Desmarais, Michel; George, Sebastien – IEEE Transactions on Learning Technologies, 2019
In spite of their effectiveness, learning environments often fail to engage users and end up under-used. Many studies show that gamification of learning environments can enhance learners' motivation to use learning environments. However, learners react differently to specific game mechanics and little is known about how to adapt gaming features to…
Descriptors: Educational Games, Educational Environment, Learner Engagement, Time on Task
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Thekes, Istvan – International Journal of Technology in Education, 2021
Examining the relationship between technology and the success of language acquisition and the integration of technology into language instruction has been around of a long time by now. The development of technology can essentially change how languages are taught. Nevertheless, it is only in the last few years that the road has opened up for new…
Descriptors: Second Language Learning, Second Language Instruction, Computer Assisted Instruction, Computer Software
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Bohannon, Fionuala; Thomas, Michael – International TESOL Journal, 2021
While the use of digital technologies is increasingly prominent in higher education, research suggests that adult English for Speakers of Other Languages (ESOL) learners within the English Further Education (FE) sector have fewer opportunities to access them as part of their language learning. This paper explores whether the use of authentic…
Descriptors: Content and Language Integrated Learning, English (Second Language), Second Language Learning, Second Language Instruction
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Daly, Nigel P. – Language Learning & Technology, 2022
The road to second language competence is a long and arduous one, and much of its effort involves learning to recognize and use vocabulary. Fortunately, anytime-anywhere learning with smart phones and smart apps offer a means to lessen the burden and make vocabulary learning more efficient. Accordingly, this study investigated 134 students across…
Descriptors: Personal Autonomy, Independent Study, Computer Assisted Instruction, Language Tests
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Mariais, Christelle; Michau, Florence; Pernin, Jean-Philippe – Simulation & Gaming, 2012
To strengthen the motivation of learners, the professional training sector is focusing more and more on game-based learning. In this context, the authors have become interested in the design of Learning Role-Play Game (LRPG) scenarios. The aim of this article is to improve the designers' confidence in the validity of the game-based learning…
Descriptors: Professional Training, Educational Technology, Methods, Models
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Frank, Anders – Simulation & Gaming, 2012
A risk associated with the use of games in training and education is that players "game the game," instead of focusing on their learning goals. The term "gamer mode" is proposed to describe this attitude. A player with a gamer-mode attitude strives to achieve goals that are optimal for winning the game, but suboptimal with…
Descriptors: Foreign Countries, Student Attitudes, Educational Objectives, War
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Nikolaki, Evi; Koutsouba, Maria I. – Turkish Online Journal of Distance Education, 2012
In distance education both the physical separation between learner and instructor, and the use of technology create an educational environment that is characterized by learning autonomy and the learner's active involvement. Because of these, self-regulated learning constitutes an inseparable concept of distance education. This study explores the…
Descriptors: Foreign Countries, Asynchronous Communication, Educational Environment, Open Universities
DeRouin-Jessen, Renee E. – ProQuest LLC, 2008
The term "serious games" became popularized in 2002 as a result of an initiative to promote the use of games for education, training, and other purposes. Today, many companies are using games for training and development, often with hefty price tags. For example, the development budget for the U.S. Army recruiting game, "America's…
Descriptors: Fantasy, Computer Assisted Instruction, Learning Motivation, Rewards