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Showing 1 to 15 of 38 results Save | Export
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David Ingham; Seema Jaisimha Terry; Lamia A. Khader – International Journal of Game-Based Learning, 2025
The teacher's role in student motivation, and the strategies they employ to enhance their learners desire to study, has long be seen as an essential component of learning in the second language English classroom. This study has sought to explore the motivational impact of the teachers' use of the game-based response system Kahoot within an English…
Descriptors: Foreign Countries, College Students, Second Language Learning, English (Second Language)
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Irum Alvi – IAFOR Journal of Education, 2025
Gamified learning apps have proliferated for language learning in contemporary Higher Educational contexts, owing to their capacity to enhance learner engagement and motivation. However, limited empirical attention has been given to the psychological and cognitive mechanisms through which learners' interactions with gamified elements translate…
Descriptors: Second Language Learning, Gamification, Technology Uses in Education, Computer Software
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Chalida Sanemueang – Journal of Education and Learning, 2025
The proficiency of English language in Thailand is considered as a crucial factor prioritized across various sectors to enhance the population's capacities. All educational institutions, from kindergarten to tertiary levels, emphasize the improvement of English competence through diverse pedagogical approaches and the application of the Common…
Descriptors: Foreign Countries, English (Second Language), Second Language Learning, Gamification
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Pham, Anh Tuan – Contemporary Educational Technology, 2023
This study aims to examine the impact of gamified learning using Quizizz on English as a second language (ESL) learners' grammar achievement. The pre-/post-test control group design was applied to research 63 English-majored freshmen. 20 multiple-choice quizzes were designed based on grammar points included in the basic grammar course over a…
Descriptors: Gamification, Educational Technology, Tests, English (Second Language)
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Tatchakrit Matyakhan; Treenuch Chaowanakritsanakul; Joey Andrew Lucido Santos – LEARN Journal: Language Education and Acquisition Research Network, 2024
Gamification is one of the innovative teaching approaches implemented in English classrooms nowadays. However, using gamification to enhance reading engagement and reading comprehension in language classrooms at the university level has not been much explored. This present study investigated gamification's effects on enhancing reading engagement,…
Descriptors: Foreign Countries, Gamification, Reading Instruction, Reading Comprehension
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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)
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Cheng Zeng; Linda Fisher – ECNU Review of Education, 2024
Purpose: Mobile-assisted language learning (MALL) apps such as Duolingo have great potential for promoting learners' motivation to learn a second language (L2). However, little research has investigated how this motivational impact takes place. Additionally, despite the flexibility of mobile learning, most existing studies are conducted in…
Descriptors: Second Language Learning, Handheld Devices, English (Second Language), Foreign Countries
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Yea-Ru Tsai – English Language Teaching Educational Journal, 2024
In recent years, gamification has appeared to be an enjoyable and appealing instructional approach in educational settings. This paper reports the implementation and evaluation of gamified instruction to support learners of English as a foreign language in a linguistics course. Several gamification elements, such as experience points, badges,…
Descriptors: Gamification, Student Motivation, Motivation Techniques, Learner Engagement
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Fariba Foroutan Far; Mahboubeh Taghizadeh – Computer Assisted Language Learning, 2024
This study investigated the effects of digital and non-digital gamification on EFL learners' learning collocations, satisfaction, perceptions, and sense of flow. The participants divided into three groups of digitally gamified, non-digitally gamified, and non-gamified classes were 75 Iranian EFL students at B1 level. In each class, students were…
Descriptors: Gamification, Technology Uses in Education, English (Second Language), Second Language Learning
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Koç, Gözde; Sütçü, Selim Soner – Educational Policy Analysis and Strategic Research, 2023
The aim of this study is to investigate the academic achievement of 6th grade students in grammar course gamified with an online tool and their opinions regarding the application. The study employed quasi-experimental design and a semi-structured interview was utilised to obtain the qualitative data. The application lasted for 6 weeks during which…
Descriptors: Gamification, Secondary School Students, Grammar, Academic Achievement
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Batlle Rodríguez, Jaume; Vicenta González Argüello, María – Language Learning in Higher Education, 2023
Gamification is a methodological strategy that has been applied for several years in the field of modern language learning. It is employed primarily to increase students' motivation by incorporating game elements into an otherwise didactic context. Research into the use of gamification in language teaching has focused largely on characterizing the…
Descriptors: Gamification, Spanish, Student Attitudes, Instructional Effectiveness
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Eun-Young Jeon – English Teaching, 2025
This comparative case study examined the experiences of urban and rural elementary school students in Korea using "PengTalk," an AI-based English learning application. Using a mixed-methods approach, the study analyzed student surveys, usage records, and interviews. Quantitative data were examined through descriptive statistics and…
Descriptors: English (Second Language), Second Language Learning, Artificial Intelligence, Technology Uses in Education
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Tuba Temel; Kürsat Cesur – SAGE Open, 2024
New teaching and learning practices related to gamified tools in online learning environments have become even more important during the pandemic and will continue to reshape educational processes, including higher education institutions, in the post-pandemic period. In line with this, the present study aimed to investigate the effects of…
Descriptors: Gamification, Web 2.0 Technologies, English (Second Language), Second Language Learning
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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
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Madden, Oneil N. – Research-publishing.net, 2022
Gamification is a method used to engage and motivate students virtually during the coronavirus pandemic. This paper reports on the use of Kahoot! as a review tool in French as a foreign language (L2) classes at Northern Caribbean University (NCU), Jamaica, as a means of formative assessment. Using the exploratory approach, it seeks to highlight…
Descriptors: Student Attitudes, Educational Games, French, Second Language Learning
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