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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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Fabio Spano; Adam Kardos; Craig Dennis Howard – International Journal of Designs for Learning, 2025
This design case presents a gamified dictionary learning intervention for away-from-school learning. Intended to be mobile, the game features AI speech recognition for practicing English words and phrases. We also introduce a second feature--an integrated teacher dashboard that addresses issues in traditional homework--a lack of immediate feedback…
Descriptors: Gamification, Dictionaries, Artificial Intelligence, English (Second Language)
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Inci Demir – Journal of Theoretical Educational Science, 2025
This study examines the impact of the Mobile-Assisted Language Learning (MALL) application, Memrise, on the vocabulary learning motivation of English as a Foreign Language (EFL) learners and interprets the findings of the study based on Second Langugae Acquisition (SLA) theories to bridge the gap between theory and practice. Within this context,…
Descriptors: Literature Reviews, Meta Analysis, 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
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
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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
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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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