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Ying Zhang – Applied Linguistics, 2025
A small number of studies have explored the effects of digital gaming on second/foreign language (L2) pragmatic competence. However, the effectiveness of massively multiplayer online role-playing games (MMORPGs) germane to L2 pragmatic development remains unclear because most game-mediated pragmatics studies have focused on educational games.…
Descriptors: English (Second Language), Second Language Instruction, Game Based Learning, Computer Games
Meysam Muhammadpour; Abdorreza Tahriri; Seyyed Ayatollah Razmjoo; Jaleh Hassaskhah – Journal of Computer Assisted Learning, 2025
Background: Recent years have witnessed a surge of technology use and online learning environments, especially during the post-COVID era. The widespread use of technology has sparked a sudden transition from conventional face-to-face learning to online digital-based learning platforms, such as Adobe Connect. Although EFL teachers have implemented…
Descriptors: Foreign Countries, Second Language Learning, English (Second Language), Language Attitudes
Yasir Ahmed Ali; Muhammad Mooneeb Ali; Issa Saad AlQurashi; Muhammad Imran; Ubaid Ullah Ubaid – International Journal of Game-Based Learning, 2025
Game-based applications and strategies are effective solutions to contemporary challenges in English language learning. Kahoot is an online platform that assists learning in an untraditional but effective way. This probe examines whether the use of Kahoot in a Saudi English language classroom can boost the vocabulary acquisition of the…
Descriptors: Foreign Countries, Game Based Learning, English (Second Language), Second Language Instruction
Huertas-Abril, Cristina A.; Muszynska, Barbara – ReCALL, 2023
This international replication study demonstrates how playing a video game is related to multiple dimensions of creativity in foreign language writing. In this research project, university students were asked to interact with a commercial murder mystery video game, "Her Story," and produce a piece of creative writing, which was a…
Descriptors: Video Games, English (Second Language), Second Language Learning, Creative Writing
Ruofei Zhang; Gary Cheng; Di Zou – Language Learning & Technology, 2025
Digital game-based vocabulary learning (DGBVL) integrates key game elements such as Challenges, Rewards, Human-Computer Interactions (HCI), Multimedia, and Fantasy. Although the overall effectiveness of digital games in enhancing English-as-a-foreign-language (EFL) vocabulary knowledge development is well-established, the specific roles of…
Descriptors: Vocabulary Development, Computer Games, English (Second Language), Learner Engagement
Mahsa Taati Jeliseh; Ismail Xodabande – Discover Education, 2025
This study investigated the impact of individual versus collaborative game-based learning on spelling skills among young English language learners in Iran. Fifty male students, ages 9-11, were randomly assigned to three groups: collaborative game-based learning, individual game-based learning, and a control group using traditional methods. A…
Descriptors: Game Based Learning, Cooperative Learning, Spelling, English Learners
Fabio Spano; Adam Kardos; Craig Dennis Howard – International Journal of Designs for Learning, 2025
This design case presents a gamified dictionary learning intervention for away-from-school learning. Intended to be mobile, the game features AI speech recognition for practicing English words and phrases. We also introduce a second feature--an integrated teacher dashboard that addresses issues in traditional homework--a lack of immediate feedback…
Descriptors: Gamification, Dictionaries, Artificial Intelligence, English (Second Language)
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
Thien Chi Do; Nuong To Huynh – International Society for Technology, Education, and Science, 2024
The aim of the study was to investigate English as a Foreign Language (EFL) students' perception of using Wordwall application in vocabulary memorization at a private university in the Mekong Delta of Vietnam. This study also explores the strengths and weaknesses of Wordwall application. The mixed-method design was used in this study. The…
Descriptors: English (Second Language), Second Language Learning, Vocabulary Development, Memorization
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)
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
Claudia Fernández de Cañete García; Inmaculada Pineda; George Waddell – Language Teaching Research, 2025
Recent research shows that musical training improves children's development of oral and aural skills. This study focuses on developing and testing a methodological framework (Music as a Medium of instruction, MMI) in English language teaching (ELT) by contrasting MMI and gamification methodologies with the participation of 22 Spanish children all…
Descriptors: Music Activities, Music Education, English (Second Language), Second Language Instruction
Eva Fidia Lestari; Masagus Firdaus; Hanni Yukamana – Journal of English Teaching, 2024
The pandemic has affected many aspects of our lives including education and that has caused the Government to provide alternative teaching methods and make recommendations for online learning. Since smartphones and laptops using the internet are the only tools for learning, students are increasingly playing online games and being exposed to…
Descriptors: Grade 7, Computer Games, Video Games, Game Based Learning
Ahmad Syawaluddin; Nur Aeni – Discover Education, 2025
This study looks at how utilizing digital versions of classic games specifically Snakes and Ladders can help young learners learn more vocabulary in English. The study focuses on how digital versions of classic games can improve primary school students' vocabulary learning and retention. A quasi-experimental approach was used, with a control group…
Descriptors: Educational Technology, Technology Uses in Education, Vocabulary Development, English (Second Language)
Naoko Taguchi; Daniel H. Dixon; Yuqing Qin; Ying Chen – Language Teaching Research, 2025
We investigated the extent to which English learners developed knowledge of pragmatically-appropriate request-making forms through task-based gameplay involving virtual dialogues with fictional professors, employers, and friends on a virtual US campus. The digital game presents players with several scenarios, asking them to select the most…
Descriptors: Game Based Learning, Undergraduate Students, Video Games, Computer Simulation

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