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Showing 1 to 15 of 67 results Save | Export
Olesia Hubrich – ProQuest LLC, 2024
The purpose of this qualitative exploratory case study was to explore how The Sims could be used to assist L1 English speakers in learning L2 Russian verbs of motion through completing in-game tasks in pairs while speaking Russian. English and Russian verbs of motion encode manner and path differently, and L2 Russian motion verbs use a variety of…
Descriptors: Russian, Verbs, Second Language Learning, Second Language Instruction
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Dmitrii Pastushenkov; Olesia Pavlenko; Steven Clancy – Language Learning & Technology, 2025
In this article, we delve into the application of the online game-based learning and testing platform Kahoot! with second language (L2) learners of Russian and explore how this tool can enhance our students' experiences. Following a brief overview of digital game-based learning (DGBL) and previous research on L2 learning through Kahoot!, we…
Descriptors: Online Courses, Game Based Learning, Second Language Instruction, Russian
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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
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Melissa Ozlem Grab – Shanlax International Journal of Education, 2025
Within the world of university education, gamification, being the amalgamation of game to non gaming contexts, has gained attentions as an innovative teaching strategy particularly in the English as a second language (ESL) teaching. Deciding to use this mixed methods study to investigate the effect of gamification on student motivation and…
Descriptors: Gamification, English (Second Language), Second Language Instruction, College Students
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Sijia Shen; Rossarin Jermtaisong; Pornpirom Lhongsap – Turkish Online Journal of Educational Technology - TOJET, 2024
Game-based learning incorporates game elements into instruction, enhancing its appeal and interactivity. This approach increased students' interest in learning, facilitated more efficient completion of classroom content, and ultimately improved academic performance. The purposes of this study were to: 1) compare Chinese learning achievement before…
Descriptors: Game Based Learning, Academic Achievement, Grade 5, Elementary School Students
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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
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Ivan Fernández Peláez – Hispania, 2024
Digital narratives have been used to promote target language reading and writing as part of instructed second language teaching. These texts can help break the monotony of more traditional print material and get learners closer to the multimodal practices that are part of their everyday written interactions, including elements such as video,…
Descriptors: Second Language Learning, Multimedia Materials, Fiction, Second Language Instruction
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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
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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
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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
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Xianlin Liu; Khalid Abdullah Alotaibi; Arash Hashemifardnia – European Journal of Education, 2025
In recent years, the integration of digital technologies into language learning has gained significant attention, particularly in the context of English as a Foreign Language (EFL) education. However, there remains a gap in understanding the broader affective and cognitive benefits of serious game-based learning (SGBL) in this field. The present…
Descriptors: Game Based Learning, Comparative Analysis, English (Second Language), Second Language Learning
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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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Lu Yang; Rui Li; Yu Zhou – Journal of Computer Assisted Learning, 2024
Background: While game-based language learning (GBLL) in K-12 education has received considerable attention, little is still known about its state-of-the-art research trends over the last decade, necessitating a systematic review on its theoretical frameworks, instructional activities and research findings. Objectives: To fill the gap, drawing on…
Descriptors: Game Based Learning, Second Language Learning, Elementary Secondary Education, Educational Research
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Serhat Güzel; Cevdet Yilmaz – JALT CALL Journal, 2025
Gamification has been studied in the context of English as a foreign language (EFL) teaching as an intriguing approach, and its impact on language skills and motivational states of learners has been an area of interest; however, further experimental and qualitative accounts on the matter are still required. Additionally, the construct of 'self' as…
Descriptors: Gamification, English (Second Language), Second Language Instruction, Program Effectiveness
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Wapee Kong-in; Napatsorn Treesa-nga; Sirikanjana Baikam; Areewan Iamsa-ard – Anatolian Journal of Education, 2025
This study investigates the effectiveness of integrating multimedia and the Team-Games Tournament cooperative learning model (M-TGT) in enhancing English vocabulary acquisition and retention among Thai elementary school students. A true experimental design was employed with 64 Grade 4 students, randomly assigned to either an experimental group…
Descriptors: English (Second Language), Second Language Instruction, Multimedia Instruction, Game Based Learning
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