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Showing 1 to 15 of 22 results Save | Export
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Jon-Chao Hong; Tzu-Yu Tai; Fen-Yuan Liang – British Journal of Educational Technology, 2025
A wide variety of gamification tools are available for language learning; however, few studies have explored the impact of Flippity-Connecto (hereafter referred to as Connecto) on learners' cognitive and affective processes. Connecto, a game similar to Tic-Tac-Toe, was designed to assist students in learning English as a foreign language (EFL).…
Descriptors: Second Language Learning, Second Language Instruction, English (Second Language), Gamification
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Taklaew Klaewkla; Rukthin Laoha; Raweewan Auppawitsawakorn; Kotchaporn Seekarean – Higher Education Studies, 2025
This study developed and validated an instructional model that integrates Artificial Intelligence (AI), gamification, collaboration, and engagement in English as a Foreign Language (EFL) learning. Using a three-phase consensus-based approach, Phase 1 synthesized theoretical foundations from Communicative Language Teaching (CLT), Second Language…
Descriptors: Artificial Intelligence, Technology Uses in Education, Gamification, English (Second Language)
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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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Xin Zhao; Colin Derek McClure – RELC Journal: A Journal of Language Teaching and Research, 2024
The use of virtual learning communities has shown great potential for language education. Research suggests that video-conferencing technology can assist teachers in creating such communities for second-language teaching. Gather.Town is a gamified, video-conferencing platform that revolutionizes the traditional static video-conferencing experience…
Descriptors: Gamification, Learner Engagement, Electronic Learning, Second Language Learning
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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
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Zhihui Zhang; Jenifer Crawford – Education and Information Technologies, 2024
Over the past few years, the world's attention has been focused on gaming systems and their application in education through gamification, incorporating game features into learning tools. Against this backdrop, this study aims to investigate the motivation of EFL learners in a Gamified Formative Assessment (GFA). Theoretical insights from…
Descriptors: English (Second Language), Second Language Instruction, Second Language Learning, Gamification
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Fariba Foroutan Far; Mahboubeh Taghizadeh – Computer Assisted Language Learning, 2024
This study investigated the effects of digital and non-digital gamification on EFL learners' learning collocations, satisfaction, perceptions, and sense of flow. The participants divided into three groups of digitally gamified, non-digitally gamified, and non-gamified classes were 75 Iranian EFL students at B1 level. In each class, students were…
Descriptors: Gamification, Technology Uses in Education, English (Second Language), Second Language Learning
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Batlle Rodríguez, Jaume; Vicenta González Argüello, María – Language Learning in Higher Education, 2023
Gamification is a methodological strategy that has been applied for several years in the field of modern language learning. It is employed primarily to increase students' motivation by incorporating game elements into an otherwise didactic context. Research into the use of gamification in language teaching has focused largely on characterizing the…
Descriptors: Gamification, Spanish, Student Attitudes, Instructional Effectiveness
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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
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Helvich, Jakub; Novak, Lukas; Mikoska, Petr; Hubalovsky, Stepan – International Journal of Computer-Assisted Language Learning and Teaching, 2023
The aim of this study is to examine the satisfaction of EFL teachers with gamification platforms as well as to investigate how EFL teachers perceive gamification and its effects on pupils' motivation and learning outcomes. Five major databases (ERIC, Scopus, WoS, EBSCO, ProQuest) and Google Scholar were used to search for relevant studies. The…
Descriptors: Gamification, English (Second Language), Second Language Instruction, Second Language Learning
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Kittichai Nilubol; Pragasit Sitthitikul – PASAA: Journal of Language Teaching and Learning in Thailand, 2023
Gamification is a controversial topic in the field of education, with both proponents and opponents. However, what exactly gamification is and why it has become popular are worth exploring. This academic article first defines the terms "game" and "gamification" in order to differentiate them. Next, the article provides core…
Descriptors: Gamification, Teaching Methods, Games, Game Based Learning
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Sabha Hakim Allehyani; Shatha Abdullah Alfayez – International Society for Technology, Education, and Science, 2024
Gamification is one of the novel teaching strategies, which has an effective role in developing students' learning, mainly in second language acquisition. In Saudi Arabia, the implementation of gamification as a strategy in English language teaching is a fairly new concept in Early Childhood Education (ECE). The primary goal of this study is to…
Descriptors: English (Second Language), Second Language Learning, Second Language Instruction, Learning Motivation
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Yu-Fen Yang; Wen-Min Hsieh; Wing-Kwong Wong; Yi-Chun Hong; Siao-Cing Lai – Computer Assisted Language Learning, 2024
Foreign Language Anxiety (FLA) is considered a central affective factor influencing English as a Foreign Language (EFL) learning. This study thus developed an online simulation game to create a virtually situated learning environment for reducing EFL primary school students' FLA levels and improving their English vocabulary learning. A total of…
Descriptors: Foreign Countries, English (Second Language), Second Language Learning, Second Language Instruction
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España-Delgado, José Antonio – HOW, 2023
The COVID-19 pandemic changed the way education was being taught. Due to school closures to prevent the spread of the disease, the education system resorted to distance learning to grant students' learning process. This research article reports a mixed-method study on technological resources and their impact on motivation during online lessons.…
Descriptors: Student Attitudes, Gamification, Online Courses, Second Language Learning
Kristin Lems; Tenena M. Soro; Gareth Charles – Guilford Press, 2024
Now in a revised and expanded third edition, this established course text and teacher guide explores the processes involved in second-language acquisition and translates the research into practical instructional strategies for PreK-12. Engaging classroom vignettes and personal reflections from the authors and other seasoned educators bring the…
Descriptors: Second Language Learning, Second Language Instruction, Multilingualism, Bilingual Students
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