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Hsu, Ting-Chia; Liang, Yi-Sian – Journal of Educational Computing Research, 2021
This study proposed plugged and unplugged approaches for young students to simultaneously improve their interdisciplinary learning performance in English and Computational Thinking (CT). The plugged approach involved adopting educational robots to enhance CT and to provide English vocabulary and sentence practice via a board game. The unplugged…
Descriptors: Computation, Thinking Skills, Second Language Learning, Electronic Learning
Bahari, Akbar; Eamer, Allyson; Hughes, Janette – CALICO Journal, 2022
The use of educational technologies to teach a second language (L2) in general, and L2 vocabulary in particular, has mass appeal among computer-assisted language learning (CALL) practitioners. The main objective of the present study is to report the challenges and affordances of technologies used for computer-assisted vocabulary learning (CAVL),…
Descriptors: Computer Assisted Instruction, Second Language Learning, Second Language Instruction, Teaching Methods
Hazar, Esin – Online Submission, 2020
It has been an educational policy for the Turkish educational authorities to teach English as a foreign language from early ages of children. This research attempts to determine the role of digital games on enhancing English vocabulary and to compare games with pen and paper practices. For this purpose, digital games on EBA (Education Informatics…
Descriptors: Video Games, Vocabulary Development, English (Second Language), Second Language Learning
Kapralova, Julia Vladimirovna; Moskaleva, Lada Alekseevna; Byiyk, Iana Arthurovna – International Journal of Higher Education, 2019
The article deals with the traditional game approaches that have well recommended themselves at the lessons of the Russian language, and their potential and ways of modifying into a single game space of the lesson is being discussed. Basing on personal experience, the authors of the article present the possibilities of organizing a Russian…
Descriptors: Russian, Second Language Learning, Game Based Learning, Active Learning
Dina Altayevna Malgazhdarova; Gulzira Kabayevna Kenzhetayeva; Ismail Hakki Mirici – Novitas-ROYAL (Research on Youth and Language), 2024
A persistent issue exists in Kazakh higher education institutions regarding the nonsystematic approach to teaching grammar. Although some believe that grammar is acquired automatically, thus requiring no separate study, this sentiment may not be entirely accurate. Knowledge may sometimes be presented in an unsystematic manner, lacking structure…
Descriptors: Game Based Learning, Learning Activities, English (Second Language), Second Language Learning
Yuchan Gao – CALICO Journal, 2024
Content-language integration has been perceived to be an effective approach in second and foreign language learning. However, it can be challenging to implement in content classes, especially in science classrooms. Researchers have suggested using tasks and games to help design diverse opportunities for language and content learning; in…
Descriptors: Game Based Learning, Computer Assisted Instruction, Teaching Methods, Science Instruction
Budi Waluyo; Kritsadee Songkhai; Jiali Li – TESL-EJ, 2024
Despite the increased adoption of online learning in higher education, there was limited knowledge about how the combination of online English synchronous learning with gamified applications and active learning impacted student self-regulation. This study used a sequential explanatory research design to investigate this integration in an English…
Descriptors: English (Second Language), Second Language Learning, Second Language Instruction, Active Learning
Eleni Korosidou; Eleni Griva – International Electronic Journal of Elementary Education, 2024
This paper presents a study conducted in a Greek Elementary school and explores the impact of Digital Storytelling (DST) on developing children's second language (L2) writing skills and their intercultural awareness. The development of digital technologies has enabled the use of different multimedia tools to reconfigure traditional storytelling.…
Descriptors: Second Language Learning, Writing Skills, Cultural Awareness, Story Telling
Bellés-Calvera, Lucía; Martínez-Hernández, Ana-Isabel – Latin American Journal of Content and Language Integrated Learning, 2022
In present-day educational contexts, the integration of Information and Communication Technologies (ICTs) and gamification has been the basis for implementing escape rooms as pedagogical tools. This paper examines the role of virtual escape rooms in boosting History learners' motivation in Content and Language Integrated Learning (CLIL) contexts.…
Descriptors: Game Based Learning, Cooperative Learning, Problem Solving, Educational Environment
Tang, Zhongqing – English Language Teaching, 2020
Vocabulary acquisition, after being neglected for centuries, aroused people's attention from the second half of last century. At that time, people began to realize, instead of grammar, vocabulary occupies the central role in language acquisition (Gass & Selinker, 1994). Compared with intentional vocabulary acquisition, incidental vocabulary…
Descriptors: Incidental Learning, Vocabulary Development, Linguistic Input, Educational Research
Yaguara, Jhon Alexander; Villalobos Salinas, Nidia Paola; Otálora Caviche, Jean Carlos – Latin American Journal of Content and Language Integrated Learning, 2021
This paper reports an exploratory sequential mixed-methods and action research study of the Content and Language Integrated Learning (CLIL) methodology at a state institution in Florencia (Colombia). The study aimed to explore the implementation of CLIL in a virtual learning environment and its implications for English as a Foreign Language (EFL)…
Descriptors: Content and Language Integrated Learning, English (Second Language), Electronic Learning, Foreign Countries
Ardi, Priyatno; Rianita, Elvira – Teaching English with Technology, 2022
Student engagement is paramount for the success of EFL learning. This paper explores how the leverage of a game-based learning platform, Kahoot!, into EFL grammar learning and teaching boosted student engagement. One grammar lecturer and 22 English-major students participated in this qualitative case study. Data were obtained through observations,…
Descriptors: Learner Engagement, English (Second Language), Second Language Learning, Second Language Instruction
Reynolds, Eric D.; Fuchs, Richard W.; Johnson, Peter – International Journal of Computer-Assisted Language Learning and Teaching, 2021
The landscape of technology in language classrooms is changing so quickly that it's hard for us to keep pace. Games-based student response systems (GBSRS) in a bring-your-own-device environment have only recently become widely available for language classrooms; consequently, little research has been conducted into the efficacy of GBSRSs for…
Descriptors: Game Based Learning, Electronic Learning, Educational Technology, Vocabulary Development
Inanç, Hasan Burak; Akkas Baysal, Emine – English Language Teaching Educational Journal, 2022
This study aimed to evaluate the research in the use of the gamification method in English language teaching. In this study, thirty-eight researches were evaluated. For this purpose, the Council of Higher Education National Thesis Center and Google Academic databases were used to reach research in the use of the gamification method in English…
Descriptors: Meta Analysis, Game Based Learning, Teaching Methods, English (Second Language)
McLeod, Aida Koçi – English Teaching Forum, 2020
Paraphrasing is a productive exercise for students at the intermediate level because it develops capability in both directions: the cognitive capability to comprehend and the linguistic capability to express ideas autonomously--that is, without needing to copy from the original or from a model. However, for students at this level, paraphrasing is…
Descriptors: Game Based Learning, Educational Games, Language Proficiency, English (Second Language)

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