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Chung, Rhonda; Cardoso, Walcir – Research-publishing.net, 2022
This study reports on the development of "Parlure Games" and explores its pedagogical affordances. "Parlure Games" is a multi-dialectal listening and decolonial conversation tool created to address the absence of variable speech (including speech markers associated with native speaker status, regional dialect, age, and race)…
Descriptors: Computer Assisted Instruction, Second Language Learning, French, Adult Students
Cheng, Li – Research-publishing.net, 2022
This paper reports a study in a technology-assisted Chinese teaching context where one major teaching objective is to encourage international students to participate in speech contests with the theme of 'Tell China, Tell Your Stories'. Results showed that through four weeks' preparation, all the students had a more robust method for presentation…
Descriptors: Foreign Students, Chinese, Second Language Learning, Video Technology
El Ebyary, Khaled; Shabara, Ramy; Abdelaty, Yara – Research-publishing.net, 2022
This study aimed to investigate how the enforced online language teaching operated in a limited resource context, i.e. Egypt. Based on the Technology Acceptance Model (TAM), a nation-wide survey examined how 258 language teachers perceived the sudden move to remote online teaching and whether such perceptions had an impact on their readiness and…
Descriptors: Electronic Learning, Language Teachers, Teacher Attitudes, Educational Technology
Ward, Monica – Research-publishing.net, 2020
This paper looks at Computer Assisted Language Learning (CALL) in the primary school setting and the problems, possibilities, and potential associated with this context. CALL normalisation is a key feature of successful CALL usage. This paper looks at CALL normalisation in the primary school context through three different lenses: Leakey's (2011)…
Descriptors: Computer Assisted Instruction, Second Language Learning, Elementary School Students, Irish
Papin, Kevin; Cardoso, Walcir – Research-publishing.net, 2022
This paper examines the impact of self-directed pronunciation practice using "Google Translate" (GT) on the acquisition of French liaison (the production of latent consonants when they appear in consonant-vowel contexts across words: /z/ in le/za/mis 'the friends'). Second-language (L2) French learners completed homework activities on GT…
Descriptors: French, Second Language Learning, Translation, Pronunciation
Madden, Oneil N. – Research-publishing.net, 2022
Gamification is a method used to engage and motivate students virtually during the coronavirus pandemic. This paper reports on the use of Kahoot! as a review tool in French as a foreign language (L2) classes at Northern Caribbean University (NCU), Jamaica, as a means of formative assessment. Using the exploratory approach, it seeks to highlight…
Descriptors: Student Attitudes, Educational Games, French, Second Language Learning
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
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
Sissoko, Fanny; Bédi, Branislav – Research-publishing.net, 2021
This article presents results from a human-centred approach study to designing a mobile app TALAÐU!, which aims at assisting learners of Icelandic as a second language (L2) with spoken language practice. The main goal of the app would be to encourage learners to have real-life conversations with Icelandic speakers by accomplishing conversational…
Descriptors: Student Needs, Needs Assessment, Speech Communication, Indo European Languages
Carloni, Giovanna – Research-publishing.net, 2022
This essay illustrates how an online language education course, implemented within an online language teacher education programme offered at master's level at an Italian university, was designed to foster pre-service teachers' active learning through digitally-enhanced activities. The course was developed within a community of inquiry framework…
Descriptors: Online Courses, Electronic Learning, Distance Education, Second Language Learning
Hopkins, Kelsey P.; Bédi, Branislav – Research-publishing.net, 2021
This article presents two studies performed on 14 immigrant families with children aged one to 16; 12 families in Iceland and two Icelandic families living abroad. Lack of exposure and availability of online materials for learning Icelandic as an L2 may affect what skills children can practise at home. This study represents 32 children aged one to…
Descriptors: Immigrants, Educational Technology, Technology Uses in Education, Instructional Materials
Selwood, Jaime; Nykytchenko, Kateryna – Research-publishing.net, 2021
This paper reports on research that aimed to provide initial insight into how university students in two different countries, Japan and Ukraine, coped with greater use of videoconferencing software and whether this resulted in any issues surrounding their online privacy. To facilitate learning under the COVID-19 pandemic, instructors and learners…
Descriptors: Foreign Countries, College Students, Cultural Differences, Coping
Friðriksdóttir, Kolbrún – Research-publishing.net, 2022
This article provides evidence of critical factors of student retention in Language Massive Open Online Courses (LMOOCs). The study used multiple sources: tracked retention data (n=43,000), survey data in correlation with tracking data (n=400), and qualitative data (174 informants) from a survey (Friðriksdóttir, 2018, 2021a, 2021b). The data came…
Descriptors: Academic Persistence, MOOCs, Blended Learning, Electronic Learning
Woodward, Heather; Warrick, Andrew – Research-publishing.net, 2020
For three months, Japanese university learners (N=40) utilized the YoTeach! application by Pedagogic and Active Learning Mobile Solutions (PALMS) Project, PolyU as a part of their English discussion class. Researchers re-purposed the application, which originally was designed to be an online classroom backchannel, as an asynchronous, pre-task…
Descriptors: Discussion Groups, Computer Mediated Communication, Asynchronous Communication, Electronic Learning
Godefridi, Isabelle; Suñer, Ferran; Leblanc, Cécile; Meunier, Fanny – Research-publishing.net, 2021
The present study explored whether the use of Virtual Reality (VR) technology can help lower public speaking anxiety in the L2. To this end, we conducted an exploratory effect-of-instruction study using a one-group pre-test/post-test design with nine learners of English as an L2. The results from the post-test show that using VR in combination…
Descriptors: Computer Simulation, Educational Technology, Technology Uses in Education, Anxiety