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Hong, Jon-Chao; Hwang, Ming-Yueh; Liu, Yi-Hsuan; Tai, Kai-Hsin – Computer Assisted Language Learning, 2022
Different types of gamification can be advantageous to enhancing students' learning. In contrast to the extant gamification literature focusing on designing reward systems and/or facilitating teachers' gamification of learning contents, this study focuses on the gamifying of learning content by students. To verify the efficacy of gamification as a…
Descriptors: Gamification, Grammar, English (Second Language), Second Language Learning
Chen, Ming-Puu; Wang, Li-Chun; Zou, Di; Lin, Shu-Yuan; Xie, Haoran; Tsai, Chin-Chung – Computer Assisted Language Learning, 2022
Augmented reality (AR) deepens learning interactions by imposing digital information on top of physical settings. This study implemented an AR-enhanced theme-based contextualized learning and aimed to examine the effects of captions (non-caption, English caption and Chinese caption) and English proficiency (less proficient and proficient) on…
Descriptors: Visual Aids, Teaching Methods, Instructional Effectiveness, English (Second Language)
Mohsen, Mohammed Ali – Computer Assisted Language Learning, 2016
Several types of help options have been incorporated into reading and listening comprehension activities to aid second language (L2) vocabulary acquisition. Textbook authors, teachers, and sometimes even students may pick and choose which help options they wish to use. In this paper, I investigate the effects of two help options in a multimedia…
Descriptors: Second Language Learning, Vocabulary Development, Recall (Psychology), Reading Comprehension