Publication Date
| In 2026 | 0 |
| Since 2025 | 3 |
| Since 2022 (last 5 years) | 17 |
| Since 2017 (last 10 years) | 26 |
| Since 2007 (last 20 years) | 26 |
Descriptor
| Cooperative Learning | 26 |
| Game Based Learning | 26 |
| Second Language Learning | 26 |
| English (Second Language) | 20 |
| Foreign Countries | 18 |
| Second Language Instruction | 17 |
| Teaching Methods | 12 |
| Computer Games | 9 |
| Computer Assisted Instruction | 7 |
| Vocabulary Development | 7 |
| Educational Games | 6 |
| More ▼ | |
Source
Author
Publication Type
Education Level
| Higher Education | 13 |
| Postsecondary Education | 13 |
| Elementary Education | 6 |
| Secondary Education | 6 |
| High Schools | 3 |
| Elementary Secondary Education | 2 |
| Grade 8 | 2 |
| Junior High Schools | 2 |
| Middle Schools | 2 |
| Grade 12 | 1 |
| Grade 4 | 1 |
| More ▼ | |
Audience
Location
| Japan | 3 |
| Thailand | 3 |
| Brazil | 2 |
| Finland | 2 |
| Germany | 2 |
| Indonesia | 2 |
| Peru | 2 |
| United Kingdom | 2 |
| Algeria | 1 |
| Australia | 1 |
| Austria | 1 |
| More ▼ | |
Laws, Policies, & Programs
Assessments and Surveys
What Works Clearinghouse Rating
Olesia Hubrich – ProQuest LLC, 2024
The purpose of this qualitative exploratory case study was to explore how The Sims could be used to assist L1 English speakers in learning L2 Russian verbs of motion through completing in-game tasks in pairs while speaking Russian. English and Russian verbs of motion encode manner and path differently, and L2 Russian motion verbs use a variety of…
Descriptors: Russian, Verbs, Second Language Learning, Second Language Instruction
Matilda Ståhl; Katri Hansell; Sandra Bäck; Mattias Wingren – International Journal of Game-Based Learning, 2025
Playing video games engages children and youth and offers a potential for learning in general and situated language learning in particular. The aim of this paper is to explore the situated conditions and affordances for facilitating in-game interaction, as well as to discuss the language learning potential and educational implications of these…
Descriptors: Video Games, Cooperative Learning, Interaction, Children
Wapee Kong-in; Napatsorn Treesa-nga; Sirikanjana Baikam; Areewan Iamsa-ard – Anatolian Journal of Education, 2025
This study investigates the effectiveness of integrating multimedia and the Team-Games Tournament cooperative learning model (M-TGT) in enhancing English vocabulary acquisition and retention among Thai elementary school students. A true experimental design was employed with 64 Grade 4 students, randomly assigned to either an experimental group…
Descriptors: English (Second Language), Second Language Instruction, Multimedia Instruction, Game Based Learning
Adipat, Surattana; Laksana, Kittisak; Busayanon, Kanrawee; Asawasowan, Alongkorn; Adipat, Boonlit – International Journal of Technology in Education, 2021
A new approach to learning in the form of educational games has been adopted in recent years, especially in English language teaching. The educational game learning approach used to teach English to non-native English-speakers who use English as a second or foreign language has recorded great success. This study provides an innovative framework…
Descriptors: Learner Engagement, Learning Processes, Game Based Learning, English (Second Language)
Pinelopi Krystalli; Panayiotis Arvanitis – European Journal of Education (EJED), 2024
Digital games and related technologies are increasingly transcending their traditional boundaries, as evidenced by the expanding field of serious and pervasive games. The concept of "gamification" represents the latest phase in this evolution, referring to the integration of game-like elements into nongame contexts to enhance user…
Descriptors: Game Based Learning, Second Language Learning, Second Language Instruction, Computer Games
Maria Diez-Ortega – ProQuest LLC, 2023
Research in digital game-based language learning (DGBLL) has shown support for the use of games to develop linguistic knowledge and social skills in the second language (L2) classroom (Cornillie et al., 2012c; Reinhardt, 2019; Sykes & Reinhardt, 2013). Digital games often align with the definition of tasks, but not many have been intentionally…
Descriptors: Game Based Learning, Second Language Learning, Video Games, Technology Uses in Education
Rita Yeboah; Kwaku Darko Amponsah; Priscilla Commey Mintah; John Sedofia; Phyllis Bernice Kwarteng Donkor (Opare) – Education 3-13, 2025
This research explores how primary school teachers use games to enhance pupils' learning and development of conceptual knowledge. The study employs an illustrative case study design; data was collected through interviews with thirty (30) teachers who were selected using purposive sampling technique. Twenty teachers had some knowledge of game-based…
Descriptors: Foreign Countries, Game Based Learning, Teacher Attitudes, Mathematics Instruction
Bahari, Akbar – Open Learning, 2022
Adopting the focus on form (FonF) practice model, the effectiveness of game-based collaborative vocabulary learning (GBCVL) was tested as a tool to develop vocabulary size and depth with a focus on dynamicity and nonlinearity of second language (L2) learner motivation. To improve the measures, a mixed-methods approach was used on a sample of 95…
Descriptors: Game Based Learning, Cooperative Learning, Vocabulary Development, Blended Learning
Banthita Sukdee – Shanlax International Journal of Education, 2024
The purposes of this research were to (1) study twelfth grade students' English vocabulary and reading development by applying collaborative learning management with language game of the whole group and individual (2) examine twelfth grade students' attitudes towards collaborative learning management with language game in learning English…
Descriptors: Foreign Countries, High School Students, Grade 12, English (Second Language)
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)
Yuchan Gao – CALICO Journal, 2024
Content-language integration has been perceived to be an effective approach in second and foreign language learning. However, it can be challenging to implement in content classes, especially in science classrooms. Researchers have suggested using tasks and games to help design diverse opportunities for language and content learning; in…
Descriptors: Game Based Learning, Computer Assisted Instruction, Teaching Methods, Science Instruction
Bellés-Calvera, Lucía; Martínez-Hernández, Ana-Isabel – Latin American Journal of Content and Language Integrated Learning, 2022
In present-day educational contexts, the integration of Information and Communication Technologies (ICTs) and gamification has been the basis for implementing escape rooms as pedagogical tools. This paper examines the role of virtual escape rooms in boosting History learners' motivation in Content and Language Integrated Learning (CLIL) contexts.…
Descriptors: Game Based Learning, Cooperative Learning, Problem Solving, Educational Environment
Ardi, Priyatno; Rianita, Elvira – Teaching English with Technology, 2022
Student engagement is paramount for the success of EFL learning. This paper explores how the leverage of a game-based learning platform, Kahoot!, into EFL grammar learning and teaching boosted student engagement. One grammar lecturer and 22 English-major students participated in this qualitative case study. Data were obtained through observations,…
Descriptors: Learner Engagement, English (Second Language), Second Language Learning, Second Language Instruction
Dickinson, Paul – Research-publishing.net, 2020
This study explored participation by Japanese university English as a Foreign Language (EFL) learners in Computer Assisted Language Learning/Mobile Assisted Language Learning (CALL/MALL) vocabulary tasks through the lens of Complexity Theory (CT). CT, which studies how complex systems are influenced by changes in interconnected variables…
Descriptors: Student Participation, College Freshmen, Late Adolescents, Computer Assisted Instruction
Ma. Mercedes T. Rodrigo; Jaclyn Ocumpaugh; Walfrido David Diy; Monica Moreno; Marco De Santos; Nigel Cargo; Jose Lacson; Daniel Santos; Danna Aduna; Jose Isidro Beraquit; Rex Bringula; Marie Rianne M. Caparros; Anne Tan Choi; Steve Ladan; Jaclyn Lim; Dominique Marie Antoinette Manahan; Jhoanna Michelle G. Paterno; Kristine Saturinas; Emily Tabanao; Christine Tablatin; Jo Torres; Kaska Porayska-Pomsta; Ibukun Olatunji; Rose Luckin – Computer-Based Learning in Context, 2019
Filipino learners' lack of English language proficiency is a major barrier to higher education opportunities and participation in high-value industries. Computer-based learning systems have the potential to increase educational quality, equity, and efficacy in the Global South. However, a key challenge is to design systems that are developmentally…
Descriptors: Foreign Countries, English (Second Language), Second Language Learning, Computer Games
Previous Page | Next Page »
Pages: 1 | 2
Direct link
Peer reviewed
