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Yin Yang; Yuyang Cai; Yanjie Song – Educational Technology & Society, 2024
The effect of technology on primary students' self-regulated vocabulary learning (SRVL) over time and its dynamic relationship with vocabulary outcomes have been scarcely studied. This quasi-experimental study reports a longitudinal inquiry into the effect of a mobile-assisted self-regulation scheme on primary students' SRVL and the relationship…
Descriptors: Foreign Countries, Elementary School Students, Grade 4, Educational Technology
Diego Alins Breda – ProQuest LLC, 2023
Previous studies in second language teaching have called attention to the importance and benefits of including reading, especially graded readers (i.e., books adapted to the proficiency level of the students), in the L2 curriculum (Martinez, 2017; Rodrigo, 2018). On one hand, previous scholars have found the following benefits from graded readers:…
Descriptors: Second Language Learning, Second Language Instruction, Spanish, Reading Programs
Jiwon Hwang; Sam Choo; Stephanie Morano; Mengyuan Liang; Matthew Kabel – Learning Disabilities Research & Practice, 2024
Recent studies have posited that K-12 science, technology, engineering, and mathematics (STEM) education should go beyond traditional subject silos and take an interdisciplinary approach that integrates these core subjects into a cohesive curriculum to foster authentic problem-solving skills. The purpose of this study was to field test one of five…
Descriptors: STEM Education, Interdisciplinary Approach, Learning Disabilities, Students with Disabilities
Yi-Fan Wang; Mei-Hua Hsu; Max Yue-Feng Wang – Health Education Journal, 2025
Objective: The medical terminology escape room game (MTEG) is a chatbot designed for gamified education that aims to transform memorizing complex medical terminology into an enjoyable experience for medical students. By combining elements of ARCS (Attention, Relevance, Confidence and Satisfaction) theory with escape room adventures, the MTEG aims…
Descriptors: Vocabulary Development, Medical Education, Game Based Learning, Nursing Students
Wongsathorn Samutkao; Panna Chaturongakul – LEARN Journal: Language Education and Acquisition Research Network, 2025
This study aimed at investigating the impacts of a Task-Based Extensive Reading (TBER) program on the reading abilities of Thai high school students at a demonstration school in Thailand. Nine Mattayomsuksa 6 students from a Math-English program, selected through purposive sampling, participated in this TBER program. In this program, each student…
Descriptors: Foreign Countries, Reading Programs, Reading Ability, High School Students
Warren, Amber N.; Kersten-Parrish, Sara – Teaching Education, 2023
An important characteristic of expert teaching is the ability to adapt instruction to meet learners' needs. One way this type of ownership of instruction happens is through teachers interactively constructing knowledge about pedagogical content with others. In this article, the authors looked at how a group of thirteen participants enrolled in an…
Descriptors: Literacy Education, Masters Programs, Video Technology, Online Courses
Sophia Strietholt; Julie Larson-Guenette; Gemini Fox – Unterrichtspraxis/Teaching German, 2024
This article presents an exploratory genre-based writing lesson conducted in a third-year collegiate German language course. While genre-based approaches to writing have gained recognition in second language (L2) contexts, little attention has been given to learner perceptions of genre-based writing activities. Additionally, there is a lack of…
Descriptors: Second Language Instruction, German, Writing (Composition), Music
Yusuf Akyildiz – Journal of Educational Technology and Online Learning, 2025
Virtual reality (VR) presents an innovative and powerful approach to foreign language teaching, offering immersive and interactive environments that support vocabulary acquisition in engaging and meaningful ways. This study investigates the potential of VR using the self-developed application GermanVR, specifically designed to enhance vocabulary…
Descriptors: Computer Simulation, Educational Technology, Technology Uses in Education, Second Language Instruction
Tai, Tzu-Yu; Chen, Howard Hao-Jan; Todd, Graeme – Computer Assisted Language Learning, 2022
VR technology allows learners to access simulated, immersive and interactive virtual environments to perform authentic learning activities. In particular, VR has emerged as a valuable tool for L2 learning. However, VR research has tended to pay more attention to desktop-based VR than to VR via mobile-rendered HMDs, leaving the potentials of VR…
Descriptors: Computer Simulation, Educational Technology, English (Second Language), Second Language Learning
Banban Li; Wenhan Shen; Yue Ding; Miroslaw Pawlak; Mariusz Kruk – Language Teaching Research Quarterly, 2025
Mobile apps have surged in popularity, enhancing the effectiveness of more traditional second or foreign language (L2) teaching and enabling independent L2 learning. Drawing on control-value theory, the present research examined the role of students' control-value appraisals in enhancing behavioral engagement via enjoyment and boredom in specific…
Descriptors: Foreign Countries, Handheld Devices, Computer Oriented Programs, Electronic Learning
Qian Xu; Jennifer C. Richardson; Zhuo Zhang; Zui Cheng; Fengping Guo – Online Learning, 2025
The use of mobile technologies has increasingly changed how students learn in the digital age. This study examined the effectiveness of using a mobile application called Shanbay Dan-Ci (SBDC) for acquiring new English vocabulary. Participants included 70 Chinese undergraduate L2 learners. Following a quasi-experimental design, two groups of L2…
Descriptors: Computer Oriented Programs, Handheld Devices, English (Second Language), Second Language Learning
Pinar Sik; Ece Zehir Topkaya – Turkish Online Journal of Distance Education, 2024
This mixed-method study explored the effect of the flipped classroom model (FCM) on vocabulary learning of young English language learners and their perceptions and experiences about FCM practices. Two intact groups of 4th-grade students in a state primary school in Turkiye were randomly assigned as experimental (N = 32) and control (N = 33)…
Descriptors: Foreign Countries, English (Second Language), Second Language Instruction, Student Attitudes
Ana Quinonez-Beltran; Elsa Morocho-Cuenca; Carmen Benitez-Correa – Educational Process: International Journal, 2025
Background/purpose: Digital games have been recognized as valuable tools for creating motivating, interactive learning environments, particularly for vocabulary learning. In this line, the purpose of the present study is to determine the impact of the FunBingo video game on students' motivation to learn English as a Foreign Language vocabulary.…
Descriptors: Video Games, Game Based Learning, English (Second Language), Second Language Instruction
Pindiprolu, Sekhar S.; Marks, Lori J. – Rural Special Education Quarterly, 2020
Students who display reading difficulties/disabilities at the end of third grade are less likely to succeed in content areas and graduate from high school than their reading-proficient peers. Literature suggests that students in rural school districts lag behind their suburban peers in terms of their reading levels and accessibility to resources.…
Descriptors: Reading Difficulties, Students with Disabilities, At Risk Students, Computer Assisted Instruction
Amick, Robin T. – ProQuest LLC, 2022
The purpose of this study was to evaluate the academic impact of a technology-based instructional module for content vocabulary instruction in the Project Lead the Way (PLTW) Introduction to Engineering course. The goal of the study was to answer two key questions: (1) How does implementing a technology-based instructional module impact…
Descriptors: Educational Technology, Vocabulary Development, Engineering Education, Program Effectiveness

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