Publication Date
In 2025 | 0 |
Since 2024 | 3 |
Since 2021 (last 5 years) | 8 |
Since 2016 (last 10 years) | 8 |
Since 2006 (last 20 years) | 8 |
Descriptor
English Language Learners | 8 |
Game Based Learning | 8 |
English (Second Language) | 3 |
Student Attitudes | 3 |
Academic Achievement | 2 |
Educational Games | 2 |
Elementary School Students | 2 |
Foreign Countries | 2 |
Instructional Design | 2 |
Interpersonal Relationship | 2 |
Language Acquisition | 2 |
More ▼ |
Source
Computer Assisted Language… | 3 |
British Journal of… | 2 |
IEEE Transactions on Learning… | 1 |
Language Teaching | 1 |
Society for Research on… | 1 |
Author
Adam Sales | 1 |
Alison Liu | 1 |
Andrew Philpott | 1 |
Benton, Laura | 1 |
Chang, Ching | 1 |
Dindar, Muhterem | 1 |
Erin Ottmar | 1 |
Guzman-Orth, Danielle | 1 |
Herbert, Elisabeth | 1 |
Howard Hao-Jan Chen | 1 |
Hsu, Ting-Chia | 1 |
More ▼ |
Publication Type
Journal Articles | 7 |
Reports - Research | 7 |
Reports - Evaluative | 1 |
Tests/Questionnaires | 1 |
Education Level
Elementary Education | 3 |
Junior High Schools | 3 |
Middle Schools | 3 |
Secondary Education | 2 |
Early Childhood Education | 1 |
Grade 3 | 1 |
Grade 7 | 1 |
Grade 9 | 1 |
Higher Education | 1 |
Postsecondary Education | 1 |
Primary Education | 1 |
More ▼ |
Audience
Laws, Policies, & Programs
Assessments and Surveys
What Works Clearinghouse Rating
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)
Benton, Laura; Mavrikis, Manolis; Vasalou, Asimina; Joye, Nelly; Sumner, Emma; Herbert, Elisabeth; Revesz, Andrea; Symvonis, Antonios; Raftopoulou, Chrysanthi – British Journal of Educational Technology, 2021
The use of learning games within the classroom is becoming increasingly common because of their potential to positively impact learning. Recent developments in adaptivity offer further possibilities to personalise learning by tailoring the game to an individual child's level or particular learning needs. However, designing an adaptive learning…
Descriptors: Literacy Education, Game Based Learning, Elementary School Students, Learner Engagement
Hsu, Ting-Chia; Chang, Ching; Liang, Yi-Sian – IEEE Transactions on Learning Technologies, 2023
The study explores the effects of an interdisciplinary learning approach on developing students' English learning (EL) and computational thinking (CT) through two different game-based learning approaches. A quasi-experiment is conducted to evaluate the effectiveness of this approach in terms of enhancing students' CT knowledge and their EL…
Descriptors: Elementary School Students, Grade 3, Interdisciplinary Approach, Computation
Song, Yi; Sparks, Jesse R.; Guzman-Orth, Danielle – Computer Assisted Language Learning, 2022
The goal of this project was to design a scaffolded learning activity that develops English learners' (ELs) argumentation skills. In this study, we investigated how middle school ELs interacted with a game-enhanced scenario-based assessment of argumentation skills (named "Seaball"). The target skills included identifying and classifying…
Descriptors: English Language Learners, Persuasive Discourse, Skill Development, Middle School Students
Dindar, Muhterem; Ren, Lei; Järvenoja, Hanna – British Journal of Educational Technology, 2021
Gamification has become a popular approach to blending learning with fun and enjoyable experiences. However, gamification research has been criticized for mostly focusing on game mechanics and related outcomes while paying little attention to the psychological processes that mediate the relationship between these mechanics and outcomes.…
Descriptors: Game Based Learning, Educational Games, Cooperative Learning, Competition
Tzu-Yu Tai; Howard Hao-Jan Chen – Computer Assisted Language Learning, 2024
Intelligent Personal Assistant (IPA) has emerged as a valuable tool for EFL learning by offering interactive authentic contexts. Although IPA is believed to be motivational and useful, empirical evidence is limited and contradictory, especially the efficacy of listening comprehension. Therefore, the study investigated the impact of IPA on…
Descriptors: English (Second Language), English Language Learners, Adolescents, Listening Comprehension
Naoko Taguchi – Language Teaching, 2024
Learning pragmatics involves learning linguistic forms and their communicative functions as well as the context where the form-function relationships are realized. Given its socially grounded, context-sensitive nature, pragmatics may be best learned in a technology-enhanced environment that provides direct access to contextualized communicative…
Descriptors: Pragmatics, Language Acquisition, Game Based Learning, Video Games
Kirk Vanacore; Adam Sales; Alison Liu; Erin Ottmar – Society for Research on Educational Effectiveness, 2023
Background: Persisting after experiencing difficulty allows students to work in the upper ends of their zones of proximal development, where most learning occurs (Ventura et al., 2013; Vygotsky & Cole, 1978). Digital educational games promote productive persistence by allowing students to repeat the same or similar problems until they reach…
Descriptors: Academic Persistence, Game Based Learning, Failure, Algebra