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Showing 1 to 15 of 20 results Save | Export
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Abdullah Albalawi – Australian Journal of Applied Linguistics, 2024
This review paper explores the role of individual differences in second language vocabulary learning, focusing on three key factors: out-of-class exposure (e.g., viewing TV, playing video games and listening to songs), strategic vocabulary learning, and motivation. Individual differences significantly impact vocabulary learning, making it crucial…
Descriptors: Individual Differences, Metacognition, Vocabulary Development, Linguistic Input
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Jia-Hua Zhao; Patcharin Panjaburee; Gwo-Jen Hwang; Wararat Wongkia – Interactive Learning Environments, 2024
Scholars have suggested English classrooms with sufficient context and fun activities to increase English performance and promote learning motivation. With the rapid growth of technology-enhanced learning, virtual reality (VR) has become increasingly popular in English learning. Using VR without a well-designed learning environment, however, may…
Descriptors: Foreign Countries, Metacognition, Game Based Learning, Computer Simulation
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Lambert, Craig; Gong, Qian; Zhang, Grace – Language Teaching Research, 2023
This study investigates the effect of personal investment in the form of learner-generated content (LGC) on the lexical recall of beginning-level learners of Chinese. The study employed a 2 x 2 repeated-measures design with content at two levels -- teacher-generated content or TGC, and learner-generated content or LGC -- and time at two levels…
Descriptors: Recall (Psychology), Second Language Learning, Second Language Instruction, Chinese
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Ari Muhammad Syifa; Lilla Musyahda; David Segoh – Journal of Education and Learning (EduLearn), 2024
This systematic literature review (SLR) aimed to investigate the potential of digital online game-based learning (DOGBL) to enhance motivation in English as a foreign language (EFL). Online gaming has grown in popularity among students, opening up the possibility of using games as powerful instructional resources. Academic achievement depends on…
Descriptors: English (Second Language), Second Language Instruction, Second Language Learning, Computer Games
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Wu-Yuin Hwang; Bo-Chen Guo; Anh Hoang; Ching-Chun Chang; Nien-Tsu Wu – Computer Assisted Language Learning, 2024
This study introduced an app, called Smart UEnglish, for helping EFL conversation practices in authentic contexts. These conversation practices were categorized into 'designed talk' and 'free talk', based on the content of an English textbook and authentic ambient environment that includes such things as transportation, weather and scenic…
Descriptors: English (Second Language), Second Language Learning, Second Language Instruction, Computer Software
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Attiyat, Nazzem Mohammad Abdullah – Arab World English Journal, 2019
Reading opens up wide-reaching paths for knowledge as it deepens the feelings of empathy. Therefore, it represents a unique skill consists of a mixture of several procedures that encourage the interaction with printed words for content and pleasure. The current study tries to identify the impact of pleasure reading on enhancing writing achievement…
Descriptors: Recreational Reading, Writing Achievement, Empathy, Reading Comprehension
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Mingjie Zou; Binhai Ren – Journal for the Psychology of Language Learning, 2024
Flow, a subjective state of optimal engagement and immersion, is characterized by a balance of perceived challenges and skills, interest, attention, and a sense of control (Csikszentmihalyi, 1990). Investigating flow in language learning can provide valuable insights into effective learning processes and contexts (Egbert, 2003). Self-regulated…
Descriptors: Metacognition, Learning Strategies, English (Second Language), Second Language Learning
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Lai, Kuo-Wei Kyle; Chen, Hao-Jan Howard – Computer Assisted Language Learning, 2023
Research on vocabulary acquisition in digital game-based learning has been increasing over the years, with advancements in technology giving rise to numerous learning alternatives in second language acquisition. As virtual reality gaming offers new opportunities to explore its effectiveness in language learning, it is thus important to investigate…
Descriptors: Vocabulary Development, Game Based Learning, Second Language Learning, Second Language Instruction
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Inciman Celik, Tugba; Cay, Tolga; Kanadli, Sedat – English Language Teaching, 2021
This aim of this study is to determine the effect of the TPR method on students' vocabulary learning and the factors affecting the effectiveness of this method by combining the findings obtained from both qualitative and quantitative studies. For this purpose, a primary study with 13 quantitative and 7 qualitative findings was included in this…
Descriptors: Teaching Methods, Second Language Learning, Second Language Instruction, Meta Analysis
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Li, Rui; Meng, Zhaokun; Tian, Mi; Zhang, Zhiyi; Xiao, Wei – Computer Assisted Language Learning, 2021
Although digital game-based vocabulary learning (DGBVL) has attracted considerable attention, factors attributing to the facilitative effects of DGBVL have not yet been satisfactorily understood. To this end, under the theoretical framework of flow theory, this study investigates the effects of flow experiences on Chinese…
Descriptors: Second Language Learning, Second Language Instruction, English (Second Language), Feedback (Response)
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Kang, Namhee – English Teaching, 2022
This study examined how Google Jamboard-based autonomous knowledge-sharing advanced language proficiency and motivation in an online intermediate--high EFL communication course. For one semester, 30 Korean first-year college students shared their learning experiences beyond the classroom, enhancing their English communication competence via a…
Descriptors: English (Second Language), Second Language Learning, Second Language Instruction, Language Proficiency
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Valeeva, Nailya; Pavlova, Elena B.; Zakirova, Yulia L. – European Journal of Contemporary Education, 2019
The paper presents research results on mobile learning of English for specific purposes to ecology students with the help of the Quizlet learning platform. The study was conducted in four stages: the students were surveyed about their mobile devices, and then they underwent an experimental mobile learning process during one term. The next stage…
Descriptors: English for Special Purposes, Second Language Learning, Second Language Instruction, Case Studies
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Dubiner, Deborah – TESOL Journal, 2019
Over the past several decades, applied linguistics and second language (L2) acquisition and teaching have been areas of prolific research and have undergone continual development. The purpose of this article is to identify essential themes in the field of applied linguistics, focusing more intensely on teaching and learning second languages in a…
Descriptors: Check Lists, English (Second Language), Second Language Learning, Second Language Instruction
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Shih, Ya-Chun – International Journal of Computer-Assisted Language Learning and Teaching, 2020
This study incorporated Google Street View into a 3D virtual environment, known as VECAR, in which EFL learners controlled their avatars to learn vocabulary in a context of New York City. New York City's Times Square is full of real-life materials, realia, which can be used to assist situated incidental vocabulary learning and to connect…
Descriptors: Vocabulary Development, Second Language Learning, Second Language Instruction, English (Second Language)
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Yaman, Ismail – Online Submission, 2017
Culture is an indispensable dimension of human life and also foreign language teaching and learning process; and as a part of the current trend, diverse cultural elements are covered in recently published English as a foreign language (EFL) coursebooks. These cultural elements are not limited to the target culture but they cover local and…
Descriptors: English (Second Language), Second Language Instruction, Humor, Incidence
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