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Showing 1 to 15 of 99 results Save | Export
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Kevin McCaughey; Rick Rosenberg – English Teaching Forum, 2024
Authors Kevin McCaughey and Rick Rosenberg demonstrate techniques for using board games to stimulate student-centered language practice that is flexible, productive, engaging, and fun. The article includes tips for efficient game play and for using games with a variety of levels and class sizes. The authors show that playing board games for…
Descriptors: Game Based Learning, Second Language Learning, Student Centered Learning, English (Second Language)
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Kohnke, Lucas; Moorhouse, Benjamin Luke – RELC Journal: A Journal of Language Teaching and Research, 2022
Technology is increasingly being used to foster engagement, enhance classroom dynamics, promote autonomy and improve the student learning experience in language learning environments. Many teachers have begun to employ digital apps and tools (e.g. Mentimeter and GoSoapBox) as a more interactive alternative to traditional activities. One product…
Descriptors: Gamification, Game Based Learning, Second Language Learning, Language Teachers
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Buendgens-Kosten, Judith – JALT CALL Journal, 2022
The potential of games to support language learning and acquisition -- be it in the digital wilds or in the foreign language classroom -- has often been discussed. In this article, I will look at digital games from an explicitly plurilingual perspective. I describe five existing games that demonstrate a plurilingual outlook (Romanica, MElang-E,…
Descriptors: Metalinguistics, Second Language Learning, Second Language Instruction, Teaching Methods
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Meriläinen, Merja; Piispanen, Maarika – International Electronic Journal of Elementary Education, 2022
Early foreign language teaching has recently been made compulsory in Finland, making this an area open to development and innovation where policy-makers and teachers play a significant role in creating new kinds of learning environments, operating cultures, and pedagogy for foreign language learning. This article discusses the early foreign…
Descriptors: Game Based Learning, Play, Authentic Learning, Second Language Learning
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Tetyana Bidna – TESL Canada Journal, 2025
This article explores the meaning, form, and pronunciation of narrative tenses for intermediate English language learners, addresses common learner issues, and proposes solutions through a combination of literature review and classroom-based activities. Challenges include differentiating between tenses, correct usage, and pronunciation of past…
Descriptors: Morphemes, Grammar, English (Second Language), Second Language Learning
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Blume, Carolyn – ELT Journal, 2021
Incorporating inclusive games and game-related tasks enables learners to explore issues of gender and sexuality in the EFL classroom, while simultaneously developing competences relevant specifically to language learning. Carefully selected and didactically prepared games and gaming activities that highlight marginalised genders and sexualities…
Descriptors: Inclusion, Computer Games, Game Based Learning, Classroom Techniques
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Liontas, John I. – Iranian Journal of Language Teaching Research, 2022
This article both describes and explains the nature of system simulations--the generation of (non-)numeric models representing characteristics, behaviors, or functions of physical or abstract systems/processes under study. For ease of presentation, I first present some of the most pressing theoretical-practical considerations concerning…
Descriptors: Second Language Learning, Second Language Instruction, Computer Software, Computer Games
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Panagiotis Panagiotidis; Pinelopi Krystalli; Panagiotis Arvanitis – European Journal of Education (EJED), 2023
It is a common belief that engagement and motivation are crucial factors in learning and especially in language learning. In particular, increasing motivation can lead to the mobilization of students' personal, cognitive, emotional and behavioral resources and, consequently to better learning results. As digital technology has become more…
Descriptors: Educational Technology, Electronic Learning, Second Language Learning, Student Motivation
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Zeng, Shuang – English Language Teaching, 2022
This paper considers the opportunities and challenges posed to formal second language education given the penetration of digital technologies in young people's daily lives. This paper broadly discusses the issues of information technology (IT) infrastructure, classroom management and IT use restrictions in relations to language learning. The paper…
Descriptors: Second Language Learning, Second Language Instruction, Information Technology, Learning Processes
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Gee, Elisabeth; Gao, Yuchan – Adult Literacy Education, 2022
This article identifies and describes several different approaches to using game-mediated language learning (GML2), drawing in particular on Reinhardt and Sykes' (2012; 2014) framework and related literature. The article concludes with a brief discussion of potential applications to adult literacy and basic education settings and learners.
Descriptors: Second Language Learning, Second Language Instruction, Teaching Methods, Game Based Learning
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Pujolà, Joan-Tomàs – Research-publishing.net, 2021
Gamification is a methodological strategy that uses "game design elements in non-game contexts" (Deterding, Dixon, Khaled, and Nacke 2011). The purpose of gamification is to engage people, motivate action, promote learning, and solve problems. This chapter describes examples of Spanish content gamifications that integrate different game…
Descriptors: Second Language Learning, Second Language Instruction, Game Based Learning, Spanish
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Zipf, Jessica – Research-publishing.net, 2019
This paper describes the initial stages of a project which seeks to develop a language learning game for Italian running a deep linguistic grammar at its backend for fine-grained error detection. The grammar is designed within the grammatical framework of Lexical Functional Grammar (LFG). The project aims to bring together work from different…
Descriptors: Italian, Computer Assisted Instruction, Educational Technology, Second Language Learning
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Black-Rotchin, Sivan; Cardoso, Walcir – Research-publishing.net, 2022
This paper introduces "FineTune," a mobile application currently in development that features a gamified version of High Variability Phonetic Training (HVPT). The aims of this paper are twofold: (1) to outline the theoretical motivation for the app's features, which includes a discussion of HVPT, gamification, and Self-Determination…
Descriptors: Computer Software, Self Determination, Telecommunications, Handheld Devices
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Zviel-Girshin, Rina; Kuhn, Tanara Zingano; Luís, Ana R.; Koppel, Kristina; Todorovic, Branislava Šandrih; Holdt, Špela Arhar; Tiberius, Carole; Kosem, Iztok – Research-publishing.net, 2021
Despite the unquestionable academic interest on corpus-based approaches to language education, the use of corpora by teachers in their everyday practice is still not very widespread. One way to promote usage of corpora in language teaching is by making pedagogically appropriate corpora, labelled with different types of problems (for instance,…
Descriptors: Teaching Methods, Computational Linguistics, Computer Assisted Instruction, Second Language Learning
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Wellington De Luna-Vazquez; Luis G. Estrada-Oliver – Strategies: A Journal for Physical and Sport Educators, 2024
The COVID-19 pandemic highlighted the challenges and opportunities for incorporating social and emotional learning (SEL) into physical education, especially in settings disrupted by remote learning. This article provides practical strategies for PE teachers to apply the cooperative learning (CL) model to help Hispanic English language learners…
Descriptors: Social Emotional Learning, Physical Education, Cooperative Learning, English (Second Language)
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