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España-Delgado, José Antonio – HOW, 2023
The COVID-19 pandemic changed the way education was being taught. Due to school closures to prevent the spread of the disease, the education system resorted to distance learning to grant students' learning process. This research article reports a mixed-method study on technological resources and their impact on motivation during online lessons.…
Descriptors: Student Attitudes, Gamification, Online Courses, Second Language Learning
Yaguara, Jhon Alexander; Villalobos Salinas, Nidia Paola; Otálora Caviche, Jean Carlos – Latin American Journal of Content and Language Integrated Learning, 2021
This paper reports an exploratory sequential mixed-methods and action research study of the Content and Language Integrated Learning (CLIL) methodology at a state institution in Florencia (Colombia). The study aimed to explore the implementation of CLIL in a virtual learning environment and its implications for English as a Foreign Language (EFL)…
Descriptors: Content and Language Integrated Learning, English (Second Language), Electronic Learning, Foreign Countries
Aguilar-Cruz, Paola Julie; Medina, Deicy Lorena – Journal of Educational Psychology - Propositos y Representaciones, 2021
This paper investigates pre-service English teachers' perceptions on their online teaching practice during pandemic times, focusing on issues related to technology, materials development and gamification. Accordingly, a qualitative narrative research approach was implemented to deeply inquiry pre-service English teachers through interviews and…
Descriptors: Preservice Teachers, Language Teachers, English (Second Language), Second Language Instruction
Ibarra Santacruz, Diana; Hidalgo Dávila, Helda Alicia; Silvana Paredes Castillo, Erika – MEXTESOL Journal, 2020
The purpose of this case study was to examine the effects of games for working memory training to enhance language learning in low performance students given that a considerable body of research has demonstrated that, among other factors, working memory may account for individual differences in linguistic achievement. The population consisted of…
Descriptors: Games, Game Based Learning, Training, English (Second Language)

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