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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
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I-Fan Liu – Computer Assisted Language Learning, 2024
This study developed a realistic, interactive English blockade-running game that integrates virtual environments and mobile devices to conduct a collaborative and competitive contest to promote English learning among technical college students. In addition, it also explored students' learning effectiveness, perception of peer collaboration, and…
Descriptors: Foreign Countries, Vocational Schools, Technical Institutes, College Students
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Ya-Wen Cheng; Yuping Wang; Yu-Jie Cheng; Nian-Shing Chen – Computer Assisted Language Learning, 2024
Existing research has established immense importance in contextual learning for second language development. However, to provide real-life context in the learning of a foreign language is challenging. To help create such a learning environment, our previous research developed an innovative system called the R&T System, utilizing robots (R) and…
Descriptors: Robotics, Internet, Game Based Learning, Children
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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
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Chang, Wan-Chen; Liao, Chang-Yen; Chan, Tak-Wai – Computer Assisted Language Learning, 2021
This study describes the use of a game-based writing environment (GWE) to increase textual cohesion in students' writing and improve their writing attitude. The participants were 113 third-grade students in Taiwan; the study was conducted over two semesters. A GWE was used for the experimental group (n = 56), and a conventional writing environment…
Descriptors: Children, Elementary School Students, Grade 3, Connected Discourse
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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
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Cheng, Ching-Hsue; Chen, Chung-Hsi – Computer Assisted Language Learning, 2022
Many scholars have highlighted the importance of motivation and anxiety in language learning. They have also indicated the advantages of integrating learning content into a mobile-assisted English learning system environment. Meanwhile, a few studies have explored the impacts of a mobile-assisted English learning system on the motivation and…
Descriptors: Second Language Learning, Second Language Instruction, English (Second Language), Student Attitudes
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Hong, Jon-Chao; Hwang, Ming-Yueh; Tai, Kai-Hsin; Lin, Pei-Hsin – Computer Assisted Language Learning, 2021
Remote association requires players to use their mental transformation to identify objects' relationships by activating knowledge application. A Chinese Remote Association game was designed (example question: [characters omitted], where the answer is [character omitted]) to explore learners' cognitive and affective effects, and then eighth grade…
Descriptors: Computer Games, Grade 8, Telecommunications, Handheld Devices
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Hwang, Wu-Yuin; Shih, Timothy K.; Ma, Zhao-Heng; Shadiev, Rustam; Chen, Shu-Yu – Computer Assisted Language Learning, 2016
Game-based learning activities that facilitate students' listening and speaking skills were designed in this study. To participate in learning activities, students in the control group used traditional methods, while students in the experimental group used a mobile system. In our study, we looked into the feasibility of mobile game-based learning…
Descriptors: Telecommunications, Technology Uses in Education, Educational Games, Experimental Groups
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Liang, Mei-Ya – Computer Assisted Language Learning, 2012
This article reports on an explorative case study which, in the first place, aimed to ascertain different types of foreign language play in online role-playing in "Second Life," and which, secondly aimed to describe how various sources of contextual support can explain this foreign language play. Students' written conversation was…
Descriptors: Learning Activities, Semantics, Vignettes, Computer Games