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Danielle O. Lariviere; Tessa L. Arsenault; S. Blair Payne – School Science and Mathematics, 2025
This paper details a literature review of mathematics vocabulary intervention studies for students with mathematics difficulty. The primary aim was to identify instructional practices that support mathematics vocabulary development. We conducted a database search to identify mathematics intervention studies either focused exclusively on vocabulary…
Descriptors: Mathematics Instruction, Vocabulary Development, Learning Problems, Intervention
Sung Hee Lee – Communication Disorders Quarterly, 2024
Students with reading disabilities generally know fewer words (breadth) with less in-depth knowledge of those words (depth) than typical students. The present study examined the effects of a "moderately rich vocabulary instruction" in which both breadth and depth of vocabulary are addressed. Nineteen U.S. 4th- and 5th-grade students with…
Descriptors: Learning Disabilities, Reading Difficulties, Vocabulary Development, Program Effectiveness
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
Ana Quinonez-Beltran; Elsa Morocho-Cuenca; Carmen Benitez-Correa – Educational Process: International Journal, 2025
Background/purpose: Digital games have been recognized as valuable tools for creating motivating, interactive learning environments, particularly for vocabulary learning. In this line, the purpose of the present study is to determine the impact of the FunBingo video game on students' motivation to learn English as a Foreign Language vocabulary.…
Descriptors: Video Games, Game Based Learning, English (Second Language), Second Language Instruction
Jianshu Qiao; John R. Woodward; Atm S. Alam – Cogent Education, 2024
Rote memory (RM) has become the primary method of learning vocabulary for decades in China. However, RM is tedious, leading to reduced motivation and concentration. In contrast, Educational Video Games (EVGs) are attractive and fun, which could be an alternative to RM. Although most studies have investigated EVGs' effectiveness, empirical research…
Descriptors: Foreign Countries, Video Games, Educational Games, English (Second Language)
Jiarun Ye; Pengchong Zhang; Rowena Kasprowicz; Catherine Tissot – Language Learning & Technology, 2025
Technology-enhanced vocabulary learning has gained increasing attention, yet its effectiveness remains inconclusive, with studies reporting mixed findings. Additionally, whether integrating self-regulated learning mechanism (SLM) into such type of learning can further enhance its effectiveness remains underexplored. This study examines the impact…
Descriptors: Educational Technology, Technology Uses in Education, Vocabulary Development, Self Management
Washburn, Jocelyn – Learning Disabilities Research & Practice, 2023
This study examined incremental change for several reading component skills while adolescents were actively learning a word-level intervention and measured pre-/postintervention change in skills. Six ninth graders in two different classes participated during the 2019-2020 academic year. Primary analysis was based on an A-B single-case design…
Descriptors: Adolescents, Grade 9, Reading Skills, Reading Instruction
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
Manoochehr Jafarigohar; Hoda Divsar; Parisa Etemad – Language Teaching Research, 2025
This cross-sectional study aimed to explore the nature and the patterns of lexical growth in content and language integrated learning (CLIL) and non-CLIL learners across three successive academic years. To pursue the purpose of the study a total of 110 female students of six classes in 3rd, 4th, and 5th grades in both bilingual and monolingual…
Descriptors: Content and Language Integrated Learning, English (Second Language), Second Language Instruction, Females
Eden, Sigal; Shmila, Livnat – Journal of Educational Computing Research, 2023
The study investigates the effect of hybrid technology (HT), which combine physical objects and virtual effects, on learning receptive-vocabulary in English as a foreign-language (EFL) among students with dyslexia. Participants included 106 students aged 9-12. The students with dyslexia were randomly divided into intervention groups that used…
Descriptors: Educational Technology, Blended Learning, Receptive Language, Vocabulary Development
Jarrod Kayler-Thomson – Education Research and Perspectives, 2023
The developmental shifts encountered by boys during adolescence can have long-term implications for mental health. This paper describes a holistic approach to wellbeing and development (the On Queenslea Drive, or OQD, program), which draws upon a traditional Rites of Passage framework to support the development of boys during this period. This…
Descriptors: Males, Adolescents, Social Emotional Learning, Well Being
Sanchez, Victoria M.; O'Connor, Rollanda E. – Remedial and Special Education, 2022
Creating Habits That Accelerate the Academic Language of Students (CHAAOS) is a vocabulary intervention developed by O'Connor et al. to improve the academic vocabulary of middle school students with disabilities. This study was designed as a replication of O'Connor et al.'s study; CHAAOS lessons were taught to 33 sixth graders who received special…
Descriptors: Academic Language, Vocabulary Development, Intervention, Middle School Students
Duff, Dawna – Language, Speech, and Hearing Services in Schools, 2019
Purpose: Vocabulary intervention can improve comprehension of texts containing taught words, but it is unclear if all middle school readers get this benefit. This study tests 2 hypotheses about variables that predict response to vocabulary treatment on text comprehension: gains in vocabulary knowledge due to treatment and pretreatment reading…
Descriptors: Vocabulary Development, Reading Comprehension, Middle School Students, Grade 6
Babacan, Nuri; Güler, Çetin – Education Quarterly Reviews, 2022
The purpose of this research is to examine whether the use of Plickers in English language teaching has any effects on students' motivation, anxiety and academic achievement. In this context, this study was held with 61 students studying in the ninth grade of a high school that is located in a rural region in the east part of Turkey. In this…
Descriptors: English (Second Language), Second Language Instruction, Program Effectiveness, Grade 9
Burt, Clark; Graham, Lorraine; Hoang, Thuong – International Journal of Disability, Development and Education, 2022
Students with mild intellectual disabilities need explicit vocabulary instruction with multiple exposures in different contexts and extra practice in associating meanings to unfamiliar words to build their word knowledge. The purpose of this study was to examine the effect of multimedia-based computer assisted instruction on learning the meanings…
Descriptors: Mild Intellectual Disability, Students with Disabilities, Vocabulary Development, Computer Assisted Instruction

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