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Galal El-Din Abdel-Rahman, Esraa Ashraf; Abdel-Haq, Eman Mohammad; Aly, Mahsoub Abdel-Sadeq; Mahmoud Diah, Abeer Ali – Online Submission, 2021
The present study aimed at investigating the effect of Quizizz and Kahoot! applications on developing EFL vocabulary learning among freshmen students at Faculty of Education. The participants of the study consisted of 30 freshmen students enrolled in the English section at Faculty of Education, Benha University, Egypt. The study followed the…
Descriptors: English (Second Language), Second Language Learning, Vocabulary Development, College Freshmen
Kazu, Ibrahim Yasar; Kuvvetli, Murat – International Journal of Psychology and Educational Studies, 2023
Correct pronunciation significantly increases the intelligibility of communication. However, it is uncertain whether acquiring the pronunciation of the words enhances word retention capability. Therefore, the major purpose of this research is to evaluate whether vocabulary acquisition with the aid of pronouncing with artificial intelligence leads…
Descriptors: Artificial Intelligence, Teaching Methods, Pronunciation Instruction, High School Students
Poole, Frederick J.; Clarke-Midura, Jody – Language Learning & Technology, 2023
Research involving digital games and language learning is rapidly growing. One advantage of using digital games to support language learning is the ability to collect data on students learning in real time. In this study, we use educational data mining methods to explore the relationship between in-game data and elementary students' Chinese…
Descriptors: Computer Games, Second Language Learning, Second Language Instruction, Data Analysis
Nozhovnik, Oleh; Harbuza, Tetiana; Teslenko, Natalia; Okhrimenko, Olena; Zalizniuk, Viktoriia; Durdas, Alla – International Journal of Educational Methodology, 2023
The purpose of this study was to examine the potential impact of integrating the Smart Sender platform to gamify and automate L2 e-classes on students' motivation, English language proficiency in reading and language use, engagement, and attitudes towards the platform. This experimental research employed a quasi-experimental design, specifically a…
Descriptors: Second Language Learning, Second Language Instruction, Artificial Intelligence, Computer Assisted Instruction
Ibarra Santacruz, Diana; Hidalgo Dávila, Helda Alicia; Silvana Paredes Castillo, Erika – MEXTESOL Journal, 2020
The purpose of this case study was to examine the effects of games for working memory training to enhance language learning in low performance students given that a considerable body of research has demonstrated that, among other factors, working memory may account for individual differences in linguistic achievement. The population consisted of…
Descriptors: Games, Game Based Learning, Training, English (Second Language)
Quiroz, Martín Flores; Gutiérrez, Ricardo; Rocha, Franco; Valenzuela, María Paz; Vilches, Cynthia – Teaching English with Technology, 2021
This research investigates the effects of the use of Kahoot! to improve English vocabulary learning in an EFL context using a quasi-experimental post-test design. An experimental and a control group from two 9th grade classes participated in the study. A pre- and post-test were applied to both groups and the scores of both groups were compared to…
Descriptors: Vocabulary Development, English (Second Language), Second Language Learning, Second Language Instruction
Pinto, Rafael Darque; Peixoto, Bruno; Melo, Miguel; Cabral, Luciana; Bessa, Maximino – Education Sciences, 2021
Virtual reality has shown to have great potential as an educational tool when it comes to new learning methods. With the growth and dissemination of this technology, there is a massive opportunity for teachers to add this technology to their methods of teaching a second/foreign language, since students keep showing a growing interest in new…
Descriptors: Second Language Learning, Second Language Instruction, Research Reports, Computer Games
Yazid Basthomi; Francisca Maria Ivone; M. Kharis; Joko Slamet – Online Learning, 2025
This study addresses critical gaps in English proficiency assessments, particularly for English as a Foreign Language (EFL) students, by focusing on the foundational aspect of needs analysis in designing a platform to assist EFL students in preparation for real English proficiency tests. The existing tests, such as TOEFL and IELTS, often fail to…
Descriptors: Needs Assessment, English (Second Language), Second Language Learning, Second Language Instruction
Moreno, Ivan D. – ProQuest LLC, 2019
A quantitative research study was conducted to understand the extent to which gamification (i.e., game elements and mechanics) impact adult learners' satisfaction (in terms of app usability), perception, motivation and knowledge when they interact with a gamified mobile app on Spanish-as-a-foreign language learning. An online experimental study…
Descriptors: Game Based Learning, Second Language Learning, Electronic Learning, Handheld Devices
Muntrikaeo, Kuntida; Poonpon, Kornwipa – English Language Teaching, 2022
The purposes of this study were to investigate the effects of task-based instruction using online language games in a flipped learning environment (TGF) in developing the English oral communication ability of Thai secondary students and examine the students' opinions of the task-based instruction using online language games in a flipped learning…
Descriptors: Secondary School Students, Second Language Learning, Second Language Instruction, English (Second Language)
Zhang, Ruofei; Zou, Di – Computer Assisted Language Learning, 2022
Digital technologies have been widely used to enhance language learning, the effectiveness of which has been acknowledged in the literature. With the rapid development of digital devices and technologies, increasing technologies have been used in the most recent several years, leading to more diversified approaches to language education. This…
Descriptors: Second Language Learning, Second Language Instruction, Computer Assisted Instruction, Teaching Methods
Blume, Carolyn – ELT Journal, 2021
Incorporating inclusive games and game-related tasks enables learners to explore issues of gender and sexuality in the EFL classroom, while simultaneously developing competences relevant specifically to language learning. Carefully selected and didactically prepared games and gaming activities that highlight marginalised genders and sexualities…
Descriptors: Inclusion, Computer Games, Game Based Learning, Classroom Techniques
Stoimcheva-Kolarska, Desislava Lyubomirova – Online Submission, 2020
The overall objective of this study is to examine and analyze the impact of a relaxed and fun atmosphere on the second language learning. This is a mixed method research. It combines some parameters from qualitative and some from quantitative type of research. The children were divided into two groups: experimental and control group with 16…
Descriptors: Educational Environment, Second Language Learning, Game Based Learning, Instructional Effectiveness
Elnaz Sarabchian – ProQuest LLC, 2021
Quasi-experimental research was conducted to examine the effect of game-based student response systems (GBSRS) on student achievement and self-efficacy in languages other than English (LOTE). The research employed a pretest-posttest, non-equivalent control group design in which 170 third and fourth-grade students participated in a 12-session…
Descriptors: Game Based Learning, Second Language Learning, Second Language Instruction, Teaching Methods
Yesilbag, Serkan; Korkmaz, Özgen; Çakir, Recep – Education and Information Technologies, 2020
This study aims to determine the effects of educational computer games on the tenth grades students' academic achievement and attitudes towards the course. The research was conducted with 60 tenth-grade students attending an Anatolian high school during the school year of 2019-2020. The study was designed as a quasi-experimental design with a pre…
Descriptors: Educational Games, Computer Games, Game Based Learning, Academic Achievement

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