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Sanchez, Diana R.; Nelson, Tristan; Kraiger, Kurt; Weiner, Erik; Lu, Yucheng; Schnall, Jasmine – International Journal of Training and Development, 2022
Game-based training research has produced various definitions and measures for learner motivation. Inconsistent findings on learner motivation may have contributed to the misapplication of one type of motivation to explain another; inhibiting future research and generating false implications. This study compared 172 students in game-based or…
Descriptors: Student Motivation, Game Based Learning, Video Games, French
Elizabeth E. Brittingham – ProQuest LLC, 2022
This study looks at the use of the multimedia learning platform, Quizlet, to help newcomer ESOL students learn English vocabulary. The use of Quizlet to learn vocabulary is supported by Mayer's Cognitive Load Theory. With an influx of ESOL students, and a lack of teacher training, Quizlet may help to create a more equitable solution for newcomer…
Descriptors: Multimedia Materials, Educational Technology, Game Based Learning, English (Second Language)
Seyyed Ali Ostovar-Namaghi; Mostafa Morady Moghaddam; Elahe Rad – Asia Pacific Education Review, 2024
This study investigates the effect of interactive games on improving reading comprehension skills and attitudes toward games among Iranian learners of English as a foreign language. In this quantitative study, the participants in the control group received reading comprehension instruction through traditional models of teaching reading while the…
Descriptors: Foreign Countries, English (Second Language), Second Language Learning, Educational Games
Qiao, Shen; Chu, Samuel Kai Wah; Shen, Xiaoai; Yeung, Susanna Siu-sze – Journal of Computer Assisted Learning, 2022
Background: Morphological awareness (MA) is the awareness and ability to manipulate morphemes, the smallest units of meaning in a language. It is identified as a strong cognitive precursor of word reading and reading comprehension. The current MA instructions are limited to classroom settings and delivered by teachers or experimenters. Few studies…
Descriptors: Middle School Students, English (Second Language), Second Language Learning, Game Based Learning
Aydin, Seda Musaoglu; Çakir, Nur Akkus – Educational Technology Research and Development, 2022
The rich multimedia-enhanced language content offered by modern commercial off-the-shelf games and students' interest in playing such games has motivated efforts for seeking effective means to integrate them into the curriculum to enrich and enhance foreign language learning. Despite the general interest and appeal of game-enhanced learning in…
Descriptors: Second Language Learning, Game Based Learning, Intervention, English (Second Language)
Dhesi Wulan Sari; Deri Herdawan; Fajar Sari Kurniawan; Marselia; Retno Anggoro – Journal of Education and Learning (EduLearn), 2025
Previous studies suggested that game learning method could assist students in improving English proficiency. However, Gen Z students in a semi-military maritime vocational school had a lack of motivation to enrich their maritime English mastery because of their many non-academic activities. The goal of this study was to present polimarlish.id as…
Descriptors: Game Based Learning, Web Sites, Educational Technology, English (Second Language)
Poonsri Vate-U-Lan; Desmond Cahill – Cogent Education, 2024
This quasi-experimental research investigated the efficacy of applying the Society 5.0 concept to establish game-based learning on Metaverse Space for undergraduates in an international program in Bangkok, Thailand. The study was conducted in a Thai public university's international college with a population of six classes of junior university…
Descriptors: Foreign Countries, Academic Achievement, Game Based Learning, Multiple Choice Tests
Aránsazu García-Pinar – TESL-EJ, 2024
Education has undergone a fundamental change driven by technological advances, significantly altering the way teaching and learning is conceptualized in the classroom. Currently the variety of learning and teaching platforms is extensive and in general, these have been very well received by language teachers. The use of these platforms is often…
Descriptors: Engineering Education, Undergraduate Students, Undergraduate Study, Student Attitudes
Joshua Wedlock; Nick Wilson – TESOL in Context, 2024
Considering the need for pedagogically effective learning activities and materials to support language learning, particularly within teacher-led instruction, it is curious that at present there is no overarching, research-based framework available to educators to draw from when designing and implementing such activities and materials. To address…
Descriptors: Neurosciences, Educational Psychology, Second Language Learning, Learning Activities
Almusharraf, Norah – Interactive Learning Environments, 2023
This study functioned as a digital literacy technique that aided in raising students' motivation and classroom dynamics in reviewing writing structure, terminologies, and related knowledge. This study investigated the effects of integrating questioning strategies with the game-based student response system (GSRS), Kahoot!, into English literature…
Descriptors: Game Based Learning, English (Second Language), Second Language Learning, Online Courses
Hernández-Chérrez, Elsa; Hidalgo-Camacho, Cynthia; Escobar-Llanganate, Paulina – International Journal of Instruction, 2021
The current work was based on a project that aimed to enhance the English-speaking skill development in tenth graders of a public high school in Ambato, a city of the Andean Region of Ecuador. The population involved 145 students who were surveyed to detect their impression about the use of Communication Games in the English as a Foreign Language…
Descriptors: Game Based Learning, Speech Skills, English (Second Language), Second Language Learning
Li, Rui – SAGE Open, 2021
Game-based vocabulary learning that is well documented to improve students' vocabulary learning outcomes is gaining increasing attention. However, no consensus has been reached regarding the impact of game-based vocabulary learning application (APP) on the vocabulary learning achievement, motivation, and self-confidence among Chinese EFL (English…
Descriptors: Game Based Learning, Vocabulary Development, Foreign Countries, English (Second Language)
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
Hernández-Prados, Mª Ángeles; Belmonte, Mª Luisa; Manzanares-Ruiz, Juan Carlos – Education Sciences, 2021
Notwithstanding the importance and relevance of gamification as a topical methodology in education, and after a literature review, there are just a few studies using role-playing games. In order to motivate and facilitate English as second language (ESL) learning of first year of Bachillerato (year 12) students at a public high school in the…
Descriptors: Game Based Learning, English (Second Language), Second Language Learning, High School Students
Chin-Huang Daniel Liao; Wen-Chi Vivian Wu; Venny Gunawan; Tin-Chang Chang – Asia-Pacific Education Researcher, 2024
This comparative study aimed to investigate the effects of an Augmented-Reality Game-Based Learning application, "StemUp," on the English learning performance and motivation of distinct rural and urban groups of young EFL (English as a Foreign Language) learners. Multiple sources of data collection were employed, including pre- and…
Descriptors: Game Based Learning, Physical Environment, Simulated Environment, Synthesis