A sco** review of digital game-based technology on English language learning

Z Xu, Z Chen, L Eutsler, Z Geng, A Kogut - … Technology Research and …, 2020 - Springer
Learning with games has been increasing in practice, but studies of the features and
learning outcomes involving digital games to develop language learning are scarce. This …

A review of the methodological quality of quantitative mobile-assisted language learning research

Z Hou, V Aryadoust - System, 2021 - Elsevier
Mobile-assisted language learning (MALL) is a novel approach to language learning and
teaching. The present study aims to review the methodological quality of quantitative MALL …

In-service teachers' conceptions of mobile technology-integrated instruction: Tendency towards student-centered learning

CH Chen, CC Tsai - Computers & Education, 2021 - Elsevier
Some previous research has illustrated teachers' conceptions and responsibilities in student-
centered classes for assisting potent implementation of novel pedagogies. On the other …

Types, purposes, and effectiveness of state-of-the-art technologies for second and foreign language learning

R Zhang, D Zou - Computer Assisted Language Learning, 2022 - Taylor & Francis
Digital technologies have been widely used to enhance language learning, the
effectiveness of which has been acknowledged in the literature. With the rapid development …

Facilitating authentic contextual EFL speaking and conversation with smart mechanisms and investigating its influence on learning achievements

WY Hwang, BC Guo, A Hoang… - Computer Assisted …, 2024 - Taylor & Francis
This study introduced an app, called Smart UEnglish, for hel** EFL conversation practices
in authentic contexts. These conversation practices were categorized into 'designed talk'and …

The effects of an augmented-reality ubiquitous writing application: A comparative pilot project for enhancing EFL writing instruction

V Lin, GZ Liu, NS Chen - Computer Assisted Language Learning, 2022 - Taylor & Francis
The use of technology such as online software has been examined in English as a foreign
language (EFL) writing contexts. However, few studies have incorporated context-aware …

[HTML][HTML] Gamificando el aula universitaria. Análisis de una experiencia de Escape Room en educación superior

MC Sierra Daza… - Revista de estudios y …, 2019 - SciELO Chile
Este trabajo presenta una experiencia con escape room desarrollada con estudiantes del
Grado en Educación Social de la Universidad de Extremadura con una doble finalidad: que …

The effects of spherical video-based virtual reality implementation on students' natural science learning effectiveness

SC Chang, TC Hsu, YN Chen… - Interactive learning …, 2020 - Taylor & Francis
With the continuous development and innovation of information technology, virtual reality
(VR) has become an important topic of education technology in recent years. VR is not only …

Digital versus paper reading processes and links to comprehension for middle school students

AP Goodwin, SJ Cho, D Reynolds… - American …, 2020 - journals.sagepub.com
This study explores digital and paper reading processes and outcomes for 371 fifth to eighth
graders completing a reading task similar to standardized testing. Results showed students …

Investigating the effectiveness of a learning activity supported by a mobile multimedia learning system to enhance autonomous EFL learning in authentic contexts

R Shadiev, WY Hwang, TY Liu - Educational Technology Research and …, 2018 - Springer
A learning activity supported by a mobile multimedia learning system (MMLS) was designed
in this study. We aimed to test the effectiveness of the learning activity to enhance …