Publication Date
| In 2026 | 0 |
| Since 2025 | 3 |
| Since 2022 (last 5 years) | 4 |
| Since 2017 (last 10 years) | 7 |
| Since 2007 (last 20 years) | 7 |
Descriptor
Source
| Computer Assisted Language… | 7 |
Author
| Ali Soyoof | 1 |
| Andrew Philpott | 1 |
| Austin Pack | 1 |
| Barry Lee Reynolds | 1 |
| Bin Zou | 1 |
| Blume, Carolyn | 1 |
| Chen, Hao-Jan Howard | 1 |
| Hsu, Hsiao-Ling | 1 |
| Jeong-Bae Son | 1 |
| Kan Kan Chan | 1 |
| Kao, Chian-Wen | 1 |
| More ▼ | |
Publication Type
| Journal Articles | 7 |
| Reports - Research | 7 |
| Tests/Questionnaires | 2 |
Education Level
| Higher Education | 7 |
| Postsecondary Education | 7 |
| Secondary Education | 1 |
Audience
Laws, Policies, & Programs
Assessments and Surveys
What Works Clearinghouse Rating
Saeed Khazaie; Saman Ebadi – Computer Assisted Language Learning, 2025
This quasi-experimental study explored the feasibility of the augmented reality game-supported flipped classrooms for English for Medical Purposes reading among 464 students from the Isfahan University of Medical Sciences in two phases. In the quantitative phase, the participants watched the pre-recorded lectures on English for Medical Purposes…
Descriptors: Flipped Classroom, Computer Simulation, Reading Comprehension, English for Special Purposes
Ali Soyoof; Barry Lee Reynolds; Kan Kan Chan; Wen-Ta Tseng; Kate McLay – Computer Assisted Language Learning, 2025
Research has shown that massively multiplayer online role-playing games (MMORPGs) have the potential to offer language learning opportunities. However, there is a dearth of research exploring student attitudes about the potential of these games for language learning. We used the language learning principles framework proposed by Brown and Lee…
Descriptors: Foreign Countries, Computer Games, English (Second Language), Second Language Learning
Andrew Philpott; Jeong-Bae Son – Computer Assisted Language Learning, 2024
The study reported in this article investigated the use of quest-based learning (QBL) in a gamified English as a foreign language (EFL) course at a Japanese university. A mixed methods research design was utilised to explore the effect purposely designed quests can have on EFL students' foreign language (FL) motivation. The study was conducted…
Descriptors: College Students, Foreign Countries, English Language Learners, English (Second Language)
Wen Jia; Austin Pack; Yi Guan; Liping Zhang; Bin Zou – Computer Assisted Language Learning, 2025
Despite the growing interest in game-based learning (GBL) over the last two decades, the influence of Augmented Reality-based GBL on English vocabulary growth is still not well understood when compared with other forms of media, especially with regard to academic English vocabulary. This quasi-experimental study with 90 Chinese…
Descriptors: Game Based Learning, English for Academic Purposes, Second Language Learning, Second Language Instruction
Reynolds, Barry Lee; Kao, Chian-Wen – Computer Assisted Language Learning, 2021
Feedback researchers have given little attention to how administration of language-focused instruction before writing in a second language combined with subsequent error correction after writing can affect the grammatical accuracy of learners' future writing. Moreover, the mode of the instruction (i.e., teacher instruction or game-based…
Descriptors: Instructional Effectiveness, Direct Instruction, Second Language Instruction, Second Language Learning
Chen, Hao-Jan Howard; Hsu, Hsiao-Ling – Computer Assisted Language Learning, 2020
One of the more rapidly advancing subfields of second language acquisition research is Digital-game based language learning (DGBLL) and many studies have found that Commercial off-the-shelf (COTS) games can have a positive effect on vocabulary acquisition. COTS games are specifically made for entertainment purposes, while serious games, which…
Descriptors: Educational Games, Computer Games, Game Based Learning, Simulated Environment
Blume, Carolyn – Computer Assisted Language Learning, 2020
Despite the prevalence of digital gaming as a leisure activity and research attesting to the affordances of digital game-based language learning (DGBLL) for English as a foreign language (EFL), the use of DGBLL remains low, especially outside the United States. A survey was carried out in order to understand both the beliefs and behaviors of…
Descriptors: Preservice Teachers, English (Second Language), English Teachers, Student Behavior

Peer reviewed
Direct link
