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Zhonggen Yu – SAGE Open, 2023
The past several years have been witnessing the fast development of information and communication technology, with which an increasing number of serious games are being designed and developed. Randomly selected participants were divided into the treatment and control cohorts. Two experiments, as well as a semi-structured interview, were…
Descriptors: English (Second Language), Second Language Learning, Second Language Instruction, Game Based Learning
Li, Rui – SAGE Open, 2021
Game-based vocabulary learning that is well documented to improve students' vocabulary learning outcomes is gaining increasing attention. However, no consensus has been reached regarding the impact of game-based vocabulary learning application (APP) on the vocabulary learning achievement, motivation, and self-confidence among Chinese EFL (English…
Descriptors: Game Based Learning, Vocabulary Development, Foreign Countries, English (Second Language)
Yang, Hongzhi; Tsung, Linda; Cao, Lu – SAGE Open, 2022
Virtual reality (VR) for Language learning has been shown effective in improving students' communication skills. However very few studies reveal the communication strategies students used in communicating in a VR environment, especially in learning Chinese as a foreign or second language (CFL/CSL). In this pilot study, a prototype Virtual…
Descriptors: Communication Strategies, Chinese, Second Language Instruction, Second Language Learning
Su, Fan; Zou, Di; Xie, Haoran; Wang, Fu Lee – SAGE Open, 2021
Recent studies have increasingly investigated the effectiveness of both mobile and non-mobile digital game-based language learning. To gain an in-depth understanding of the differences in the effectiveness of mobile and non-mobile games, we compared studies from January 2000 to August 2020 investigating mobile game-based language learning (MGBLL)…
Descriptors: Handheld Devices, Computer Games, Game Based Learning, Second Language Learning
Liman Kaban, Aysegül; Karadeniz, Sirin – SAGE Open, 2021
The young generation, born into digital technologies and called Millennials or the Y-Generation, are raised in a world where everybody has a computer in their pockets (Hamari et al., 2014), and they are constantly engaged in digital activities. However, research on the impact of digital devices on learners' educational performance and motivation…
Descriptors: Foreign Countries, Elementary School Students, Grade 6, Reading Comprehension