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Zhonggen Yu – SAGE Open, 2023
The past several years have been witnessing the fast development of information and communication technology, with which an increasing number of serious games are being designed and developed. Randomly selected participants were divided into the treatment and control cohorts. Two experiments, as well as a semi-structured interview, were…
Descriptors: English (Second Language), Second Language Learning, Second Language Instruction, Game Based Learning
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
McGregor, Karla K.; Marshall, Brooke A.; Julian, Samantha K.; Oleson, Jacob – Language, Speech, and Hearing Services in Schools, 2019
Objectives: The aim of this study was to determine whether college students build their vocabularies by playing a serious game that incorporates principles of learning and memory. Design: This study used a single-site, prospective, randomized trial with 2 branches--immediate and delayed treatment. Outcome measures were obtained after a 1-month…
Descriptors: Educational Games, Mastery Learning, Vocabulary Development, Game Based Learning
Kohnke, Lucas; Ting, Adrian – Knowledge Management & E-Learning, 2021
Undergraduates are often advised to expand their discipline-specific vocabulary in order to cope with the rigor of reading and writing academic texts. For the students studying in English-medium settings, it is in their interest to acquire vocabulary in their disciplines as this is vital to academic success. While students recognize the importance…
Descriptors: Student Attitudes, Student Motivation, Undergraduate Students, Late Adolescents
Li, Ke; Peterson, Mark; Wang, Qiao – International Journal of Game-Based Learning, 2021
This paper reports on a project that draws upon the framework of the community of inquiry to support game-based language learning outside classroom. Case study design was employed to collect and analyze both qualitative and quantitative data, with a view to investigating the participants' language development, participation, and perception. This…
Descriptors: Communities of Practice, Inquiry, Scaffolding (Teaching Technique), Second Language Learning
Yassine-Diab, Nadia; Hartwell, Laura M.; Dejean, Sébastien – Research-publishing.net, 2021
Computer assisted vocabulary learning, i.e. specialized terminology acquisition, is a major tool to learning Languages for Specific Purposes (LSP) necessary to students' professionalization. One current area of research is digital game-based language learning because of its motivating qualities. This paper discusses electronics students'…
Descriptors: Game Based Learning, Computer Assisted Instruction, Second Language Learning, Second Language Instruction
Coskun, Zeynep Nesrin; Mitrani, Cagla – Cypriot Journal of Educational Sciences, 2020
The aim of the study is to design an effective instruction build on the Dick and Carey Model and game-based learning that enables an undiagnosed language learner of dyslexia, facing problems in vocabulary acquisition to acquire a pre-defined number of vocabularies in a given time. The method of the curriculum development study is based on a case…
Descriptors: Instructional Design, Vocabulary Development, Game Based Learning, Teaching Methods
Plutino, Alessia, Ed.; Borthwick, Kate, Ed.; Corradini, Erika, Ed. – Research-publishing.net, 2019
This edited collection presents a selection of contributions made to the 12th eLearning symposium, held at the University of Southampton, in January 2019. It focuses on how innovative and creative language teaching approaches can respond to modern, ever-transforming educational landscapes. The contributors are educators from higher education…
Descriptors: Foreign Countries, Foreign Students, Virtual Classrooms, Electronic Learning