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Louis Lafleur – Technology in Language Teaching & Learning, 2024
Gamification in second language acquisition research is a popular topic, but there are few empirical comparative studies in the literature. This quasi-experimental mixed-approach study enrolled 77 Japanese university EFL learners to enable a comparison between two digital vocabulary flashcard learning software conditions carefully designed by the…
Descriptors: Second Language Instruction, Gamification, English (Second Language), Second Language Learning
Fadi Bani Ahmad – International Society for Technology, Education, and Science, 2024
The study aimed to investigate the impact of the use of artificial intelligence-based gamification on the development of motivation among students of the basic stage towards learning science. To achieve this goal, the study used the semi-experimental approach, and the researcher used the motivation scale after verifying its validity and stability…
Descriptors: Artificial Intelligence, Technology Uses in Education, Gamification, Learning Motivation
Roslizawati Saad; Harun Baharudin; Nik Mohd Rahimi Nik Yusoff – Educational Process: International Journal, 2025
Background/purpose: A significant challenge in teaching Arabic at the secondary level is developing pronunciation, fluency, and communication. Despite increased use of digital tools in instruction, a gap remains in understanding their effectiveness in improving Arabic speaking skills. This article aims to identify the types of digital teaching…
Descriptors: Educational Technology, Technology Uses in Education, Arabic, Secondary Education
Wu Xiaofan; Nagaletchimee Annamalai – Contemporary Educational Technology, 2025
This investigation utilized a phenomenological approach to investigate the experience of English language educators in employing artificial intelligence (AI) tools into English language learning. The study used purposive sampling and 20 participants were interviewed. The data analysis was guided by Bronfenbrenner's (1979) ecological systems…
Descriptors: Technology Uses in Education, Artificial Intelligence, Educational Technology, Second Language Learning
Derryn Jackson – Online Submission, 2022
Vocabulary is key to English language learning; it is the basis of all languages. However, learning long lists of words and their meanings can be ineffective, tedious, and boring. This is especially true for lower elementary students as they navigate school life and development. Can digital gamification solve this problem? The purpose of this…
Descriptors: Vocabulary, English (Second Language), Second Language Learning, Elementary School Students
Yassin, Baderaddin; Abugohar, Mohammed Abdulgalil – Teaching English with Technology, 2022
The lack of opportunities to practice the English language outside the English as a Foreign Language (EFL) classroom can prevent English language learners (ELLs) from promoting their language proficiency to high standards. This lack makes the progress from one level of English to the next one a hard mission for Arab students. Subsequently,…
Descriptors: Gamification, Computer Assisted Instruction, Handheld Devices, Second Language Learning

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