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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
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
Yaccob, Nur Syafiqah; Rahman, Siti Fatimah Abd.; Mohamad, Syamsul Nor Azlan; Rahim, Azwin Arif Abdul; Rashid, Khadijah Khalilah Abdul; Aldaba, Abdulmajid Mohammed Abdulwahab; Yunus, Melor Md; Hashim, Harwati – Arab World English Journal, 2022
Modern trends lead to innovative technologies in education, including the birth of digital and gamified learning or gamification. In English language classrooms, meaningful teaching and learning are significant to developing students' English proficiency, focusing on linguistics and communicative competence. Various language activities and games…
Descriptors: English (Second Language), Second Language Instruction, Game Based Learning, Educational Games
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
Barcomb, Mike; Cardoso, Walcir – Research-publishing.net, 2022
This paper examines the impact that a game-informed pronunciation site has on the acquisition of English /r/-/l/. Twenty-three Japanese-speaking English learners completed a series of pronunciation activities directed at improving their phonological awareness and oral production of the /r/-/l/ contrast. The activities included game-informed tasks…
Descriptors: Foreign Countries, Japanese, English (Second Language), Second Language Instruction
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
Saleh, Alaa Mamoun; Ahmed Althaqafi, Abeer Sultan – SAGE Open, 2022
Vocabulary is an essential element of English language learning. There are many strategies, which teachers can use in teaching vocabulary, especially to young learners. One of these strategies is using educational games to teach vocabulary more effectively. The aim of this quasi-experimental study is to investigate the effect of using educational…
Descriptors: Foreign Countries, English (Second Language), Vocabulary Development, Educational Games
Chun-Chun Chang; Gwo-Jen Hwang – Journal of Computer Assisted Learning, 2024
Background: Cultivating staff's professional English has become an imperative and challenging issue in English as a Foreign Language (EFL) countries. English for medical professionals is also the common language around the world for publishing new medical knowledge or reports. Therefore, Medical English for Health Professionals (MEHP) is a crucial…
Descriptors: English (Second Language), Second Language Learning, Second Language Instruction, Comparative Analysis
Aydin, Seda Musaoglu; Çakir, Nur Akkus – Educational Technology Research and Development, 2022
The rich multimedia-enhanced language content offered by modern commercial off-the-shelf games and students' interest in playing such games has motivated efforts for seeking effective means to integrate them into the curriculum to enrich and enhance foreign language learning. Despite the general interest and appeal of game-enhanced learning in…
Descriptors: Second Language Learning, Game Based Learning, Intervention, English (Second Language)
Güzel, Serhat – Journal of Educational Technology and Online Learning, 2023
With the advances in understanding contemporary instruction and the emphasis on online learning, alternative ways to keep instruction functional are sought constantly. Gamified environments are among the most widespread techniques used to enrich online instructional experiences due to motivation and engagement dimensions. In this context, the…
Descriptors: English (Second Language), Second Language Instruction, Language Teachers, Preservice Teachers
Zhonggen Yu – SAGE Open, 2023
The past several years have been witnessing the fast development of information and communication technology, with which an increasing number of serious games are being designed and developed. Randomly selected participants were divided into the treatment and control cohorts. Two experiments, as well as a semi-structured interview, were…
Descriptors: English (Second Language), Second Language Learning, Second Language Instruction, Game Based Learning
Sherry Y. Chen; Chia-Yi Tseng; Chao-Yang Cheng – Interactive Learning Environments, 2023
This study proposed a three-tier test to help students learn English grammar. To reduce students' anxiety, game-based learning was incorporated into the three-tier test, where personalization was also implemented to accommodate students' different needs. More specifically, we developed a Personalized Entertaining Three-Tier Test (PET3), which…
Descriptors: English (Second Language), Language Tests, Grammar, Game Based Learning
Catherine Akoth Ongoro; Yong-Yi Fanjiang – IEEE Transactions on Learning Technologies, 2024
This article aims to provide a systematic review of existing research on the use of digital game-based learning (DGBL) technology for foreign language (English) in preschool and elementary schools. Digital game-based technology enables learning to become more interactive and inspirational, thereby enhancing language acquisition. The authors…
Descriptors: Game Based Learning, Elementary School Students, Preschool Education, Creativity
Gwo-Jen Hwang; Di Zhang – Educational Technology Research and Development, 2024
The effectiveness of digital game-based language learning (DGBLL) has been recognized by scholars. With the development of computer technology and multimedia learning environments, computer agents have been widely used in game systems to provide learning guidance or assistance. A computer agent is a virtual character created in a digital learning…
Descriptors: Educational Technology, Technology Uses in Education, Game Based Learning, Computer Simulation
Shakhmalova, Irina; Zotova, Natalia – Journal of Psycholinguistic Research, 2023
Educational digital games can be an effective way to teach English grammatical material because they provide an interactive and engaging learning experience. The purpose of this study is to clarify how playing digital games affects students' motivation and performance in university-level English grammar classes. [The North-Eastern Federal…
Descriptors: Learning Motivation, Student Evaluation, Educational Games, Computer Games