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Shortt, Mitchell; Tilak, Shantanu; Kuznetcova, Irina; Martens, Bethany; Akinkuolie, Babatunde – Computer Assisted Language Learning, 2023
More than 300 million people use the gamified mobile-assisted language learning (MALL) application (app) Duolingo. The challenging tasks, reward incentives, systematic levels, and the ranking of users according to their achievements are just some of the elements that demonstrate strong gamification elements within this popular language learning…
Descriptors: Gamification, Computer Assisted Instruction, Second Language Learning, Second Language Instruction
Louis Lafleur – Technology in Language Teaching & Learning, 2024
Gamification in second language acquisition research is a popular topic, but there are few empirical comparative studies in the literature. This quasi-experimental mixed-approach study enrolled 77 Japanese university EFL learners to enable a comparison between two digital vocabulary flashcard learning software conditions carefully designed by the…
Descriptors: Second Language Instruction, Gamification, English (Second Language), Second Language Learning
Peter Sherman Johnson – ProQuest LLC, 2022
This qualitative case study responds to a significant gap in the literature in the area of gamification for vocabulary study among international students in higher education. It aims to respond to a call for a more in-depth qualitative analysis of gamification techniques on student learning experiences in comparison to the more commonplace…
Descriptors: Gamification, Vocabulary Development, Foreign Students, Second Language Learning
Wu Xiaofan; Nagaletchimee Annamalai – Contemporary Educational Technology, 2025
This investigation utilized a phenomenological approach to investigate the experience of English language educators in employing artificial intelligence (AI) tools into English language learning. The study used purposive sampling and 20 participants were interviewed. The data analysis was guided by Bronfenbrenner's (1979) ecological systems…
Descriptors: Technology Uses in Education, Artificial Intelligence, Educational Technology, Second Language Learning
Derryn Jackson – Online Submission, 2022
Vocabulary is key to English language learning; it is the basis of all languages. However, learning long lists of words and their meanings can be ineffective, tedious, and boring. This is especially true for lower elementary students as they navigate school life and development. Can digital gamification solve this problem? The purpose of this…
Descriptors: Vocabulary, English (Second Language), Second Language Learning, Elementary School Students
Foreign Language Acquisition via Artificial Intelligence and Extended Reality: Design and Evaluation
Divekar, Rahul R.; Drozdal, Jaimie; Chabot, Samuel; Zhou, Yalun; Su, Hui; Chen, Yue; Zhu, Houming; Hendler, James A.; Braasch, Jonas – Computer Assisted Language Learning, 2022
Artificial Intelligence (AI) and Extended Reality (XR) have been employed in several foreign language education applications to increase the availability of experiential learning methods akin to international immersion programs. However, research in multi-modal spoken dialogue in L2 combined with immersive technologies and collaborative learning…
Descriptors: Second Language Learning, Language Acquisition, Artificial Intelligence, Computer Simulation
Lori Lye – ProQuest LLC, 2021
Duolingo is arguably the most popular language learning app available today, as measured by its metric of achieving 500 million downloads in 2020, yet remarkably little research has been conducted regarding its implementation or efficacy as a language-learning tool. The handful of studies that do exist have found positive outcomes, although…
Descriptors: Language Acquisition, Handheld Devices, Telecommunications, Computer Oriented Programs
Yassin, Baderaddin; Abugohar, Mohammed Abdulgalil – Teaching English with Technology, 2022
The lack of opportunities to practice the English language outside the English as a Foreign Language (EFL) classroom can prevent English language learners (ELLs) from promoting their language proficiency to high standards. This lack makes the progress from one level of English to the next one a hard mission for Arab students. Subsequently,…
Descriptors: Gamification, Computer Assisted Instruction, Handheld Devices, Second Language Learning

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