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Showing all 9 results Save | Export
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Hofmeyr, Michael – JALT CALL Journal, 2023
The notion that digital games can be effectively employed as tools for learning and teaching has steadily been gaining traction among educational theorists and researchers, with numerous empirical studies pointing to the potential benefits of games for skill and knowledge development. However, a solid understanding of learners' attitudes and…
Descriptors: Student Attitudes, Video Games, Game Based Learning, Foreign Countries
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Barcomb, Mike; Cardoso, Walcir – Research-publishing.net, 2022
This paper examines the impact that a game-informed pronunciation site has on the acquisition of English /r/-/l/. Twenty-three Japanese-speaking English learners completed a series of pronunciation activities directed at improving their phonological awareness and oral production of the /r/-/l/ contrast. The activities included game-informed tasks…
Descriptors: Foreign Countries, Japanese, English (Second Language), Second Language Instruction
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Andrew Philpott; Jeong-Bae Son – Computer Assisted Language Learning, 2024
The study reported in this article investigated the use of quest-based learning (QBL) in a gamified English as a foreign language (EFL) course at a Japanese university. A mixed methods research design was utilised to explore the effect purposely designed quests can have on EFL students' foreign language (FL) motivation. The study was conducted…
Descriptors: College Students, Foreign Countries, English Language Learners, English (Second Language)
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Andersson, Shawn – JALT CALL Journal, 2022
Digital game-based language learning (DGBLL) is a field that promotes language learning by combining game entertainment and mechanics inducive to learning. Researchers have proposed evidence of various language-learning benefits, yet downsides persist, such as negative stigmas, a lack of participation of non-gamers, and potential adverse…
Descriptors: Foreign Countries, College Students, English (Second Language), Second Language Learning
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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
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Hourdequin, Peter; Tani, Seiji; Bando, Tetsuya; Ponvarut, Jirayu – set: Research Information for Teachers, 2018
This article discusses our experiments to create more engaged participation and build sustainability literacy among students in a voluntary "game lab" on two different campuses of our Japanese university. Though we found the game lab to be a successful vehicle for language learning, community building, and traversing disciplinary…
Descriptors: Foreign Countries, Sustainable Development, Game Based Learning, Interdisciplinary Approach
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Michael Barcomb; Walcir Cardoso – CALICO Journal, 2020
This one-group quasi-experimental study aimed to determine the effectiveness of using a gamified course management system with points, badges (and consequently competition) to facilitate the development of English phonology in a foreign language context in Japan. To implement this idea, we focused on the acquisition of English segments /r/ and /l/…
Descriptors: Management Systems, English (Second Language), Second Language Learning, Second Language Instruction
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Reinders, Hayo, Ed.; Ryan, Stephen, Ed.; Nakamura, Sachiko, Ed. – New Language Learning and Teaching Environments, 2019
This book examines a wide range of innovations in language learning and teaching in Japan. Each of the chapters describes the impetus for a change or new development in a particular context, from early childhood to adult learning, details its implementation and provides an evaluation of its success. In doing so, they provide a comprehensive…
Descriptors: Instructional Innovation, Second Language Learning, Foreign Countries, English (Second Language)
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Bastiaens, Theo, Ed. – Association for the Advancement of Computing in Education, 2018
The Association for the Advancement of Computing in Education (AACE) is an international, non-profit educational organization. The Association's purpose is to advance the knowledge, theory, and quality of teaching and learning at all levels with information technology. "EdMedia + Innovate Learning: World Conference on Educational Media and…
Descriptors: Educational Technology, Technology Uses in Education, Open Educational Resources, Higher Education