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Yasir Ahmed Ali; Muhammad Mooneeb Ali; Issa Saad AlQurashi; Muhammad Imran; Ubaid Ullah Ubaid – International Journal of Game-Based Learning, 2025
Game-based applications and strategies are effective solutions to contemporary challenges in English language learning. Kahoot is an online platform that assists learning in an untraditional but effective way. This probe examines whether the use of Kahoot in a Saudi English language classroom can boost the vocabulary acquisition of the…
Descriptors: Foreign Countries, Game Based Learning, English (Second Language), Second Language Instruction
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Kazu, Ibrahim Yasar; Kuvvetli, Murat – Education and Information Technologies, 2023
This research aimed to explore the views of 8th grade students on digital game-based English language learning as a foreign language (EFL). A total of 69 students between the ages of 12 and 14 participated in the study. Students' vocabulary acquisition skills were tested using a web 2.0 application called "Quizziz." The study utilized a…
Descriptors: Instructional Effectiveness, Evaluation Methods, Video Games, Game Based Learning
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Gwo-Jen Hwang; Di Zhang – Educational Technology Research and Development, 2024
The effectiveness of digital game-based language learning (DGBLL) has been recognized by scholars. With the development of computer technology and multimedia learning environments, computer agents have been widely used in game systems to provide learning guidance or assistance. A computer agent is a virtual character created in a digital learning…
Descriptors: Educational Technology, Technology Uses in Education, Game Based Learning, Computer Simulation
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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
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Arkan, Zeynep – Education Quarterly Reviews, 2022
In this study, games were prepared that will contribute to improving the vocabulary of children learning Arabic. Considering the target audience, it is known that game techniques and word teaching offer a fun and lively course environment and increase the motivation of the student. In this study, qualitative research methods were used. Document…
Descriptors: Game Based Learning, Semitic Languages, Second Language Instruction, Vocabulary Development
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Jabali, Mohsen; Walker, Carol – International Journal of Technology in Education, 2021
The study was carried out to investigate the impact of a digital review tool had on students' grades, learning motivation, and engagement. An exploratory cross-sectional study was accomplished with two groups of students. The Experimental Group was taught using the digital tool FlipQuiz while the Control Group was taught with the conventional…
Descriptors: Game Based Learning, Educational Technology, English (Second Language), Second Language Learning
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Quiroz, Martín Flores; Gutiérrez, Ricardo; Rocha, Franco; Valenzuela, María Paz; Vilches, Cynthia – Teaching English with Technology, 2021
This research investigates the effects of the use of Kahoot! to improve English vocabulary learning in an EFL context using a quasi-experimental post-test design. An experimental and a control group from two 9th grade classes participated in the study. A pre- and post-test were applied to both groups and the scores of both groups were compared to…
Descriptors: Vocabulary Development, English (Second Language), Second Language Learning, Second Language Instruction
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Katemba, Caroline V.; Sinuhaji, Grace V. – International Journal of Game-Based Learning, 2021
The teaching of vocabulary is essential in the world of teaching English as a foreign language (EFL). EFL learners have problems in learning vocabulary. To attract the students' attention, the teachers should have adequate teaching methods. One of the teachers' efforts to engage the students is by applying ESA (engage, study, and activate) through…
Descriptors: Foreign Countries, Second Language Instruction, English (Second Language), Teaching Methods
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Orejuela, Jerome G.; Tolin, Marife R.; Soreta, Myla O.; Ocampo, Darrel M. – Online Submission, 2022
The study aimed to determine the effectiveness of gamifying instruction in the English language proficiency of Grade 8 Filipino ESL students in one University in Bicol, Philippines, that offers Junior High School. The quasi-experimental single pretest-posttest design was used in the study. The researcher-made test which underwent series of…
Descriptors: Foreign Countries, English (Second Language), Second Language Learning, Second Language Instruction
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Celikturk, Halenur; Tilfarlioglu, Filiz Yalcin – Journal on English Language Teaching, 2020
This study aims to answer whether there is a relation between various competition games played in ELT (English Language Teaching) classrooms and sympathetic tendency of EFL (English as a Foreign Language) learners towards English lesson. The study was carried on 302 participants consisting of 9th grade students from a high school, Gaziantep. The…
Descriptors: Emotional Intelligence, Social Cognition, Empathy, English (Second Language)