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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
Pinelopi Krystalli; Panayiotis Arvanitis – European Journal of Education (EJED), 2024
Digital games and related technologies are increasingly transcending their traditional boundaries, as evidenced by the expanding field of serious and pervasive games. The concept of "gamification" represents the latest phase in this evolution, referring to the integration of game-like elements into nongame contexts to enhance user…
Descriptors: Game Based Learning, Second Language Learning, Second Language Instruction, Computer Games
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
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
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
Pujolà, Joan-Tomàs – Research-publishing.net, 2021
Gamification is a methodological strategy that uses "game design elements in non-game contexts" (Deterding, Dixon, Khaled, and Nacke 2011). The purpose of gamification is to engage people, motivate action, promote learning, and solve problems. This chapter describes examples of Spanish content gamifications that integrate different game…
Descriptors: Second Language Learning, Second Language Instruction, Game Based Learning, Spanish
Kaya, Gamze; Sagnak, Hatice Cilsalar – International Journal of Game-Based Learning, 2022
Since gamification has strengthened its place in education over the years, it is frequently preferred in English as a Second Language Learning. This study aims to investigate the literature on the effects of gamification on students' English learning as a second language and the tendency of students to use games to learn English as a second…
Descriptors: Game Based Learning, Second Language Learning, Second Language Instruction, English (Second Language)
Panayiota Georgiou Josephidou – ProQuest LLC, 2024
This study explored the use of gamification when teaching Greek as a L2. It examined how Greek teachers in different schools in Cyprus use gamification and if it affects their students in learning. It explored their perceptions of the effects on student motivation and engagement. The study was of qualitative approach and semi-structured interviews…
Descriptors: Foreign Countries, Second Language Learning, Second Language Instruction, Game Based Learning
Keehl, Oleksandra G. – ProQuest LLC, 2023
People have many reasons to want to learn a foreign language: some want to enjoy foreign media in its original form, some need it for business or travel, personal enrichment, and so on. Roughly 1/6 of Earth's population's learn languages with logographic writing systems (LWS) such as Chinese, Japanese and Korean as their native tongues. These…
Descriptors: Japanese, Korean, Second Language Learning, Second Language Instruction
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
García-Álvarez, Amanda; Serradell-López, Enric – Research on Education and Media, 2022
This article presents a research work that is aimed at developing a gamified system and a questionnaire to analyse, in a subsequent phase, how the motivation of university students of Spanish as a second language changes in a gamification context. The article is part of the data-collection phase for a doctoral thesis. Here, we discuss the…
Descriptors: Spanish, Second Language Learning, Second Language Instruction, Learning Motivation
Chen, Yulin – Education and Information Technologies, 2023
This study investigated the motivation of Taiwanese undergraduate EFL students in learning English-to-Chinese translation and the intention to use a digital game-based learning app called CHEN-slate. The app, consisting of a learning zone, practice zone, and competition zone and including translation skills needed for actual translation practice,…
Descriptors: Translation, Game Based Learning, English (Second Language), Second Language Learning
Chu, Shih-Ting; Hwang, Gwo-Jen; Chien, Shu-Yun; Chang, Shao-Chen – British Journal of Educational Technology, 2023
In recent years, several studies have reported the potential of employing digital games in EFL (English as Foreign Language) courses to promote students' learning motivation. However, scholars have pointed out that students generally lack self-learning ability, which is the key to the success of learning a foreign language. Therefore, it is…
Descriptors: English (Second Language), Second Language Learning, Second Language Instruction, Computer Games
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
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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