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Lo-An Liu; Gwo-Jen Hwang – British Journal of Educational Technology, 2024
Learning with digital games has gained considerable popularity. While digital game-based learning has the potential to improve learners' language learning achievement, engagement and motivation, there still exists a gap when it comes to providing effective feedback to learners within these games. Conventional digital games generally provide…
Descriptors: Metalinguistics, Error Correction, English (Second Language), Second Language Learning
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Chu, Shih-Ting; Hwang, Gwo-Jen; Chien, Shu-Yun; Chang, Shao-Chen – British Journal of Educational Technology, 2023
In recent years, several studies have reported the potential of employing digital games in EFL (English as Foreign Language) courses to promote students' learning motivation. However, scholars have pointed out that students generally lack self-learning ability, which is the key to the success of learning a foreign language. Therefore, it is…
Descriptors: English (Second Language), Second Language Learning, Second Language Instruction, Computer Games
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Qiao, Shen; Yeung, Susanna Siu-sze; Shen, Xiaoai; Chu, Samuel Kai Wah – British Journal of Educational Technology, 2022
Purpose: Morphological awareness (MA), the ability to reflect on and manipulate the smallest language units within a word, has been identified as an essential metalinguistic awareness to predict literacy development. In this study, we examine whether an online gamified English MA programme is more effective than physical face-to-face instruction…
Descriptors: Morphology (Languages), Metalinguistics, Literacy, Prediction
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Lin, Chin-Hsi; Zheng, Binbin; Zhang, Yining – British Journal of Educational Technology, 2017
Interactions are the central emphasis in language learning. An increasing number of K-12 students take courses online, leading some critics to comment that reduced opportunities for interaction may affect learning outcomes. This study examined the relationship between online interactions and learning outcomes for 466 students who were taking…
Descriptors: Online Courses, Second Language Learning, Outcomes of Education, High School Students
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Chuang, Hsueh-Hua; Weng, Chih-Yuan; Chen, Ching-Huei – British Journal of Educational Technology, 2018
Research has shown that the potential benefits of a flipped classroom could be diminished by the way students perceive and prepare information prior to class. This study aims to explore individual characteristics, such as learner motivation, self-efficacy and epistemology beliefs, that might have an impact on learning outcomes in a flipped…
Descriptors: Blended Learning, Teaching Methods, Structural Equation Models, Outcomes of Education
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Kukulska-Hulme, Agnes; Viberg, Olga – British Journal of Educational Technology, 2018
This paper presents a review of mobile collaborative language learning studies published in 2012-16 with the aim to improve understanding of how mobile technologies have been used to support collaborative learning among second and foreign language students. We identify affordances, general pedagogical approaches, second- and foreign-language…
Descriptors: Telecommunications, Handheld Devices, Second Language Learning, Second Language Instruction
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Lai, Chun – British Journal of Educational Technology, 2019
The educational potentials of social media both in the formal and informal learning contexts have been widely acknowledged. However, how social media use in the informal contexts might influence students' learning in the formal contexts is still underexplored. Path analysis of 141 survey responses from secondary school ethnic minority students in…
Descriptors: Social Media, Second Language Learning, Second Language Instruction, Ethnic Groups
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Calvo-Ferrer, José Ramón – British Journal of Educational Technology, 2017
According to different authors, computer games not only teach contents and skills, but also do so in a more efficient manner, allowing long-lasting learning. However, there is still little consensus on this matter as different studies put their educational benefits into question, especially when used without instructional support. An empirical…
Descriptors: Educational Games, Vocabulary Development, Regression (Statistics), Computer Games
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Wang, Ya-huei; Liao, Hung-Chang – British Journal of Educational Technology, 2011
In the conventional English as a Second Language (ESL) class-based learning environment, teachers use a fixed learning sequence and content for all students without considering the diverse needs of each individual. There is a great deal of diversity within and between classes. Hence, if students' learning outcomes are to be maximised, it is…
Descriptors: Cognitive Style, Learning Motivation, Learning Processes, Individualized Instruction
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Zhang, Haisen – British Journal of Educational Technology, 2013
As one of the emerging technologies, the Second Life virtual world provides learners of English as a Foreign Language with a unique opportunity of learning authentic language with native and non-native speakers of English in a virtual environment. It enables them to learn the target language in a real-life-like social communication environment. To…
Descriptors: Case Studies, English (Second Language), Second Language Learning, Computer Simulation
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Yang, Ya-Ting C.; Gamble, Jeffrey; Tang, Shiun-Yi S. – British Journal of Educational Technology, 2012
The challenge of providing authentic experiences and interactions for fostering oral proficiency and motivation in foreign languages is an opportunity for innovation in educational technology and instructional design. Although several recent innovations have received the attention of scholars, empirical investigation and validation is often…
Descriptors: Foreign Countries, Educational Technology, Instructional Design, Discussion