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Iio, Takamasa; Maeda, Ryota; Ogawa, Kohei; Yoshikawa, Yuichiro; Ishiguro, Hiroshi; Suzuki, Kaori; Aoki, Tomohiro; Maesaki, Miharu; Hama, Mika – Journal of Computer Assisted Learning, 2019
This paper reports how robot-assisted language learning (RALL) impacts Japanese adults' English speaking skills. With existing research on RALL focusing on children, there is little evidence indicating RALL's effects on adults. We developed a RALL system comprising a robot, a tablet, and designed learning materials for speaking practice. To…
Descriptors: English (Second Language), Pretests Posttests, Asians, Accuracy
Li, Ke; Peterson, Mark; Wan, Jiahui – International Journal of Computer-Assisted Language Learning and Teaching, 2022
Despite the increasing awareness of digital games' potential for language learning, only a handful of studies focus on their integration into classrooms. Informed by bridging activities, this mixed methods case study recruited six students to engage in instructed gameplay in class and game-related activities after class. Both qualitative and…
Descriptors: Video Games, Second Language Learning, Academic Achievement, Learner Engagement
Leis, Adrian – International Journal of Computer-Assisted Language Learning and Teaching, 2022
The purpose of this study was to gain an understanding of what kind of student benefits most from studying under the flipped learning method. A total of 43 Japanese university students studying in a language pedagogy course participated in this quasi-experimental study. Qualitative data was taken from 385 study journal entries and interviews with…
Descriptors: Flipped Classroom, Self Esteem, College Students, Foreign Countries
Peraza, Ana Vivian Fernández; Furumura, Yumiko – International Journal of Computer-Assisted Language Learning and Teaching, 2022
Higher education requires a different approach to teaching and learning since modern-day students no longer have the same learning needs as they had in the past. Project-based learning (PBL) is an active and dynamic approach to language teaching that makes it possible for the language students to gain transferable and applicable knowledge, skills,…
Descriptors: Active Learning, Student Projects, Intercultural Communication, Cultural Awareness
Wang, Qiao – International Journal of Computer-Assisted Language Learning and Teaching, 2020
The study is the second in a series of mixed-methods studies on the integration of The Sims 4, a life-simulation game, into language classrooms. In this study, the researcher explores the effect of game-based language learning (GBLL) on students' English communicative competence from three aspects, interaction, fluency and content, in a Japanese…
Descriptors: Communicative Competence (Languages), English (Second Language), Language Fluency, Second Language Learning