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Eva Fidia Lestari; Masagus Firdaus; Hanni Yukamana – Journal of English Teaching, 2024
The pandemic has affected many aspects of our lives including education and that has caused the Government to provide alternative teaching methods and make recommendations for online learning. Since smartphones and laptops using the internet are the only tools for learning, students are increasingly playing online games and being exposed to…
Descriptors: Grade 7, Computer Games, Video Games, Game Based Learning
Ahmad Syawaluddin; Nur Aeni – Discover Education, 2025
This study looks at how utilizing digital versions of classic games specifically Snakes and Ladders can help young learners learn more vocabulary in English. The study focuses on how digital versions of classic games can improve primary school students' vocabulary learning and retention. A quasi-experimental approach was used, with a control group…
Descriptors: Educational Technology, Technology Uses in Education, Vocabulary Development, English (Second Language)
Serhat Güzel; Cevdet Yilmaz – JALT CALL Journal, 2025
Gamification has been studied in the context of English as a foreign language (EFL) teaching as an intriguing approach, and its impact on language skills and motivational states of learners has been an area of interest; however, further experimental and qualitative accounts on the matter are still required. Additionally, the construct of 'self' as…
Descriptors: Gamification, English (Second Language), Second Language Instruction, Program Effectiveness
Art Tsang; Christelle Davis – Asia-Pacific Education Researcher, 2024
Emotions have received widespread attention in the education field globally thanks to the greater emphasis on well-being in recent times. Against this backdrop and the fact that foreign language (FL) education is increasingly common from a young age, this study set out to investigate what FL "classroom activities" children find most…
Descriptors: Well Being, Psychological Patterns, Student Attitudes, Second Language Learning
Nantapit Pittayanantakul; Pilanut Phusawisot – Journal of Education and Learning, 2024
Speaking skills are considered one of the most crucial skills in learning English as they lay the foundation for effective communication and language acquisition. Proficiency in speaking enables young learners to express themselves, convey ideas, and communicate effectively. This quasi-experimental research aims to investigate the effect of board…
Descriptors: Foreign Countries, English (Second Language), Second Language Learning, Language Proficiency
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
Qiao, Shen; Chu, Samuel Kai Wah; Shen, Xiaoai; Yeung, Susanna Siu-sze – Journal of Computer Assisted Learning, 2022
Background: Morphological awareness (MA) is the awareness and ability to manipulate morphemes, the smallest units of meaning in a language. It is identified as a strong cognitive precursor of word reading and reading comprehension. The current MA instructions are limited to classroom settings and delivered by teachers or experimenters. Few studies…
Descriptors: Middle School Students, English (Second Language), Second Language Learning, Game Based Learning
Sasithida Saraiwang; Kanoknate Worawong – PASAA: Journal of Language Teaching and Learning in Thailand, 2023
This study aimed to determine the effects of a teaching model combining Task-Based Learning (TBL) and Game-Based Learning (GBL), called the Orientation Performance Presentation Analysis Application (OPPAA) model, developed by the researchers, on primary students' English proficiency and to explore teachers' and students' opinions of the model. The…
Descriptors: Task Analysis, Teaching Methods, Game Based Learning, English (Second Language)
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
Yang, Yu-Fen; Goh, Alexis P. I.; Hong, Yi-Chun; Chen, Nian-Shing – Computer Assisted Language Learning, 2023
Few studies have focused on the comparison between collaborative and individual digital game-based learning (DGBL) performance for students who study English as a Foreign Language (EFL). In collaborative DGBL, how the composition of foreign language anxiety (FLA) within groups of students affects students' performance remains uncertain. This study…
Descriptors: Elementary School Students, Second Language Learning, Anxiety, Cooperation
Norphealey Eang; Sirirat Petsangsri; John Morris – LEARN Journal: Language Education and Acquisition Research Network, 2025
English writing and critical thinking are not only fundamental to academic success but also play a crucial role for the holistic development of primary students. This study investigated the effects of a cloud-based gamified instruction integrating peer assessment on primary student English writing and critical thinking. A pre- and post-test with a…
Descriptors: Game Based Learning, Computer Software, Grade 6, Critical Thinking
Yu-Fen Yang; Wen-Min Hsieh; Wing-Kwong Wong; Yi-Chun Hong; Siao-Cing Lai – Computer Assisted Language Learning, 2024
Foreign Language Anxiety (FLA) is considered a central affective factor influencing English as a Foreign Language (EFL) learning. This study thus developed an online simulation game to create a virtually situated learning environment for reducing EFL primary school students' FLA levels and improving their English vocabulary learning. A total of…
Descriptors: Foreign Countries, English (Second Language), Second Language Learning, Second Language Instruction
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
Tzu-Yu Tai; Howard Hao-Jan Chen – Computer Assisted Language Learning, 2024
Intelligent Personal Assistant (IPA) has emerged as a valuable tool for EFL learning by offering interactive authentic contexts. Although IPA is believed to be motivational and useful, empirical evidence is limited and contradictory, especially the efficacy of listening comprehension. Therefore, the study investigated the impact of IPA on…
Descriptors: English (Second Language), English Language Learners, Adolescents, Listening Comprehension
España-Delgado, José Antonio – HOW, 2023
The COVID-19 pandemic changed the way education was being taught. Due to school closures to prevent the spread of the disease, the education system resorted to distance learning to grant students' learning process. This research article reports a mixed-method study on technological resources and their impact on motivation during online lessons.…
Descriptors: Student Attitudes, Gamification, Online Courses, Second Language Learning