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Showing 1 to 15 of 16 results Save | Export
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Szabó, Fruzsina; Kopinska, Marta – Hungarian Educational Research Journal, 2023
Over the past few years, the concept of gamification has gained increased attention in foreign language teaching research as it demonstrates potential to promote motivation and learner engagement. The authors of the paper believe that gamification can become an innovative and promising tool to help students overcome their motivational…
Descriptors: Gamification, Second Language Learning, Instructional Innovation, Student Motivation
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Guo-lin Wang; Goodarz Shakibaei; Fidel Çakmak – British Educational Research Journal, 2025
Language learning practices have transformed significantly due to the advent of digital technologies like artificial intelligence (AI) tools and gamified mobile applications. This study explored the effects of gamified mobile language learning (GMLL) and AI-assisted language learning (AIALL) on academic integrity, creative trait motivation and…
Descriptors: Gamification, Second Language Learning, English (Second Language), Males
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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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Noor Farahani Mohd Lazim; Azwadi Ali; Mohaida Mohin; Siti Sakinah Sidik – International Journal of Technology in Education, 2024
In the contemporary digital era, the utilization of gaming has emerged as a prevalent method for actively engaging students in the learning processes at various levels of academic curricula and within the broader educational community. This trend is particularly pronounced in English language teaching curricula, especially among learners whose…
Descriptors: Gamification, Educational Games, Student Motivation, Learner Engagement
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Cheng Zeng; Linda Fisher – ECNU Review of Education, 2024
Purpose: Mobile-assisted language learning (MALL) apps such as Duolingo have great potential for promoting learners' motivation to learn a second language (L2). However, little research has investigated how this motivational impact takes place. Additionally, despite the flexibility of mobile learning, most existing studies are conducted in…
Descriptors: Second Language Learning, Handheld Devices, English (Second Language), Foreign Countries
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Yea-Ru Tsai – English Language Teaching Educational Journal, 2024
In recent years, gamification has appeared to be an enjoyable and appealing instructional approach in educational settings. This paper reports the implementation and evaluation of gamified instruction to support learners of English as a foreign language in a linguistics course. Several gamification elements, such as experience points, badges,…
Descriptors: Gamification, Student Motivation, Motivation Techniques, Learner Engagement
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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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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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Tuba Temel; Kürsat Cesur – SAGE Open, 2024
New teaching and learning practices related to gamified tools in online learning environments have become even more important during the pandemic and will continue to reshape educational processes, including higher education institutions, in the post-pandemic period. In line with this, the present study aimed to investigate the effects of…
Descriptors: Gamification, Web 2.0 Technologies, 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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Madden, Oneil N. – Research-publishing.net, 2022
Gamification is a method used to engage and motivate students virtually during the coronavirus pandemic. This paper reports on the use of Kahoot! as a review tool in French as a foreign language (L2) classes at Northern Caribbean University (NCU), Jamaica, as a means of formative assessment. Using the exploratory approach, it seeks to highlight…
Descriptors: Student Attitudes, Educational Games, French, Second Language Learning
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Miller De Rutté, Alyssia; Lopez, Megan – L2 Journal, 2022
Gamification within courses has offered great opportunities for students to engage further into the course material. Traditionally, gamification is used with one or two elements of a course. This study investigated full course gamification of a Second Language (L2) classroom, which has not been explored heavily within research. The researchers…
Descriptors: Gamification, Second Language Learning, Curriculum Development, Student Attitudes
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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
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Jakub Helvich; Lukas Novak; Stepan Hubalovsky; Katerina Juklova – International Journal of Technology in Education, 2025
In the landscape of modern English education, gamification stands as one of the central transformative mediums. Despite existing findings, there is still a scarcity of research on gamified English teaching regarding the impacts of school support and personal factors. Current studies predominantly assessed the effectiveness of gamification through…
Descriptors: Instructional Effectiveness, Gamification, Satisfaction, Teacher Attitudes
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
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