Publication Date
| In 2026 | 0 |
| Since 2025 | 0 |
| Since 2022 (last 5 years) | 2 |
| Since 2017 (last 10 years) | 5 |
| Since 2007 (last 20 years) | 5 |
Descriptor
Source
| CALICO Journal | 1 |
| International Journal of… | 1 |
| JALT CALL Journal | 1 |
| Research-publishing.net | 1 |
| Technology in Language… | 1 |
Author
| Andersson, Shawn | 1 |
| Dickinson, Paul | 1 |
| Li, Ke | 1 |
| Michael Barcomb | 1 |
| Michael Hofmeyr | 1 |
| Peterson, Mark | 1 |
| Walcir Cardoso | 1 |
| Wan, Jiahui | 1 |
Publication Type
| Reports - Research | 5 |
| Journal Articles | 4 |
| Speeches/Meeting Papers | 1 |
| Tests/Questionnaires | 1 |
Education Level
| Higher Education | 4 |
| Postsecondary Education | 4 |
| Junior High Schools | 1 |
| Middle Schools | 1 |
| Secondary Education | 1 |
Audience
Location
| Japan | 5 |
Laws, Policies, & Programs
Assessments and Surveys
What Works Clearinghouse Rating
Li, Ke; Peterson, Mark; Wan, Jiahui – International Journal of Computer-Assisted Language Learning and Teaching, 2022
Despite the increasing awareness of digital games' potential for language learning, only a handful of studies focus on their integration into classrooms. Informed by bridging activities, this mixed methods case study recruited six students to engage in instructed gameplay in class and game-related activities after class. Both qualitative and…
Descriptors: Video Games, Second Language Learning, Academic Achievement, Learner Engagement
Andersson, Shawn – JALT CALL Journal, 2022
Digital game-based language learning (DGBLL) is a field that promotes language learning by combining game entertainment and mechanics inducive to learning. Researchers have proposed evidence of various language-learning benefits, yet downsides persist, such as negative stigmas, a lack of participation of non-gamers, and potential adverse…
Descriptors: Foreign Countries, College Students, English (Second Language), Second Language Learning
Dickinson, Paul – Research-publishing.net, 2020
This study explored participation by Japanese university English as a Foreign Language (EFL) learners in Computer Assisted Language Learning/Mobile Assisted Language Learning (CALL/MALL) vocabulary tasks through the lens of Complexity Theory (CT). CT, which studies how complex systems are influenced by changes in interconnected variables…
Descriptors: Student Participation, College Freshmen, Late Adolescents, Computer Assisted Instruction
Michael Hofmeyr – Technology in Language Teaching & Learning, 2021
While the existing CALL literature identifies a range of positive learning outcomes for second language acquisition (SLA) that may be achieved through digital game-based activities, Peterson (2013) points to the need for additional theory-led research to shed more light on the learning processes involved. To this end, a case study was carried out…
Descriptors: Teaching Methods, Second Language Instruction, Second Language Learning, Persuasive Discourse
Michael Barcomb; Walcir Cardoso – CALICO Journal, 2020
This one-group quasi-experimental study aimed to determine the effectiveness of using a gamified course management system with points, badges (and consequently competition) to facilitate the development of English phonology in a foreign language context in Japan. To implement this idea, we focused on the acquisition of English segments /r/ and /l/…
Descriptors: Management Systems, English (Second Language), Second Language Learning, Second Language Instruction

Peer reviewed
Direct link
