Publication Date
| In 2026 | 0 |
| Since 2025 | 1 |
| Since 2022 (last 5 years) | 7 |
| Since 2017 (last 10 years) | 9 |
| Since 2007 (last 20 years) | 9 |
Descriptor
Source
| Education and Information… | 9 |
Author
| Agarwal, Chesta | 1 |
| Chakraborty, Pinaki | 1 |
| Chen, Yi-Mei | 1 |
| Chen, Yulin | 1 |
| Feng Feng | 1 |
| Igor Ivanovic | 1 |
| Kazu, Ibrahim Yasar | 1 |
| Khodabandeh, Farzaneh | 1 |
| Korkmaz, Özgen | 1 |
| Kuvvetli, Murat | 1 |
| Lee, Juhee | 1 |
| More ▼ | |
Publication Type
| Journal Articles | 9 |
| Reports - Research | 9 |
| Tests/Questionnaires | 1 |
Education Level
| Higher Education | 4 |
| Postsecondary Education | 4 |
| Elementary Education | 2 |
| Secondary Education | 2 |
| Grade 10 | 1 |
| Grade 8 | 1 |
| High Schools | 1 |
| Junior High Schools | 1 |
| Middle Schools | 1 |
Audience
Location
| China | 2 |
| Montenegro | 1 |
| South Korea | 1 |
| Taiwan | 1 |
| Turkey | 1 |
Laws, Policies, & Programs
Assessments and Surveys
What Works Clearinghouse Rating
Igor Ivanovic – Education and Information Technologies, 2024
This paper seeks to construct a narrative woven around the academic ventures and tribulations of third-year students who, in their initial university chapter, stumbled on the academic hurdles of General English 1 and 2 examinations and to immerse in a realm where digital game-based learning takes centre stage, exploring its potential as a…
Descriptors: Game Based Learning, College Students, Technology Uses in Education, Video Games
Feng Feng; Wenxia Yang – Education and Information Technologies, 2025
The emergence of digital game types has opened up significant opportunities to facilitate language acquisition through feedback provision, attracting diverse research strands to explore their potential as arenas for technology-assisted language learning. This study investigates the effects of learner-, peer-, and collaborative-regulated feedback…
Descriptors: Foreign Countries, Computer Games, Game Based Learning, Feedback (Response)
Kazu, Ibrahim Yasar; Kuvvetli, Murat – Education and Information Technologies, 2023
This research aimed to explore the views of 8th grade students on digital game-based English language learning as a foreign language (EFL). A total of 69 students between the ages of 12 and 14 participated in the study. Students' vocabulary acquisition skills were tested using a web 2.0 application called "Quizziz." The study utilized a…
Descriptors: Instructional Effectiveness, Evaluation Methods, Video Games, Game Based Learning
Khodabandeh, Farzaneh – Education and Information Technologies, 2023
The application of augmented reality games (ARG) as an emerging innovative technology has become a significant component of instructional learning contexts in recent years. ARG-based education as a form of student-centered learning situates students in a learning environment that integrates virtual elements with physical environments through…
Descriptors: Computer Simulation, Game Based Learning, Educational Technology, Technology Uses in Education
Chen, Yulin – Education and Information Technologies, 2023
This study investigated the motivation of Taiwanese undergraduate EFL students in learning English-to-Chinese translation and the intention to use a digital game-based learning app called CHEN-slate. The app, consisting of a learning zone, practice zone, and competition zone and including translation skills needed for actual translation practice,…
Descriptors: Translation, Game Based Learning, English (Second Language), Second Language Learning
Chen, Yi-Mei – Education and Information Technologies, 2022
This article reports on a classroom-based investigation into English as a foreign language (EFL) learners' views on lessons which integrated m-learning tools for assessment (Kahoot!) and collaboration (Padlet). 289 Chinese university students' views on such lessons were collected through open-ended questions posted on Padlet. The questions were…
Descriptors: Foreign Countries, Second Language Learning, English (Second Language), Student Attitudes
Lee, Juhee – Education and Information Technologies, 2022
Grounded in game-based learning and problem-based learning, this study compared the effects of an augmented reality (AR) mobile game and a printed game on student engagement and attitudes toward foreign language learning. For this purpose, a narrative-driven, location-based AR mobile game was developed based on the analysis, design, development,…
Descriptors: Foreign Countries, English (Second Language), Second Language Instruction, Undergraduate Students
Yesilbag, Serkan; Korkmaz, Özgen; Çakir, Recep – Education and Information Technologies, 2020
This study aims to determine the effects of educational computer games on the tenth grades students' academic achievement and attitudes towards the course. The research was conducted with 60 tenth-grade students attending an Anatolian high school during the school year of 2019-2020. The study was designed as a quasi-experimental design with a pre…
Descriptors: Educational Games, Computer Games, Game Based Learning, Academic Achievement
Agarwal, Chesta; Chakraborty, Pinaki – Education and Information Technologies, 2019
Widespread use of English in the academia and in business is leading an increasing number of people to learn it as a second or a foreign language. Computer aided pronunciation training (CAPT) systems are used by non-native English speakers for improving their English pronunciation. A typical CAPT tool records the speech of a learner, detects and…
Descriptors: Educational Technology, Technology Uses in Education, English for Academic Purposes, English for Special Purposes

Peer reviewed
Direct link
