[HTML][HTML] A comprehensive bibliometric and content analysis of artificial intelligence in language learning: tracing between the years 2017 and 2023
The rising pervasiveness of Artificial Intelligence (AI) has led applied linguists to combine it
with language teaching and learning processes. In many cases, such implementation has …
with language teaching and learning processes. In many cases, such implementation has …
[HTML][HTML] A systematic review on vocabulary learning in AR and VR gamification context
L Haoming, W Wei - Computers & Education: X Reality, 2024 - Elsevier
In recent scholarly literature, there has been a growing focus on the integration of
augmented reality (AR), virtual reality (VR), and digital games to assist language learning …
augmented reality (AR), virtual reality (VR), and digital games to assist language learning …
Supplementing the Involvement Load Hypothesis with vocabulary-use knowledge improves mobile-assisted language learners' productive vocabulary
G Huang, KF Hew - Computer Assisted Language Learning, 2023 - Taylor & Francis
Over the past two decades, the Involvement Load Hypothesis (ILH) has become a popular
buzzword in the field of Second Language Acquisition (SLA). Although applications of the …
buzzword in the field of Second Language Acquisition (SLA). Although applications of the …
Influence and scope of mobile learning in higher education: A systematic literature review
D Kumar, BP Pande - Advances in Mobile Learning Educational …, 2023 - syncsci.com
Due to the soaring progression in portable innovations and mobile technology, the
popularity of mobile phones has expanded dramatically, which has led to the widespread …
popularity of mobile phones has expanded dramatically, which has led to the widespread …
Psychological determinants and technology acceptance in mobile learning for overseas students studying Chinese in China: A self-determination theory perspective
J Yang, K Lou - Learning and Motivation, 2024 - Elsevier
Emerging research in language education increasingly recognizes the transformative
potential of mobile learning. Anchored in Self-Determination Theory (SDT) and Technology …
potential of mobile learning. Anchored in Self-Determination Theory (SDT) and Technology …
[HTML][HTML] A review of theories, pedagogies and vocabulary learning tasks of English vocabulary learning apps for Chinese EFL learners
C Li - Journal of China Computer-Assisted Language …, 2024 - degruyter.com
Among a growing body of mobile-assisted-language-learning (MALL) studies, vocabulary
application (app) studies have comprised an unprecedented proportion. However, there has …
application (app) studies have comprised an unprecedented proportion. However, there has …
Scientific Mapping of Research on Application of Gamification in Higher Education
Gamification significantly enhances educational objectives, with existing literature affirming
its widespread use to improve student performance across various disciplines. This …
its widespread use to improve student performance across various disciplines. This …
Grammar and Vocabulary Mobile Application in Information Technology and its Integration in Flipped Learning Classroom
GNA Sukerti, LNC Handayani, IMRA Nugroho… - Proceedings of …, 2023 - jurnal.usk.ac.id
This research article explores the integration of a grammar and vocabulary mobile
application in information technology (IT) and its impact on the flipped learning classroom …
application in information technology (IT) and its impact on the flipped learning classroom …
A Study of the Challenges faced by ESL learners in Vocabulary Enhancement through E-Learning Technologies in Pakistan
S Naz - Research Journal of Social Sciences and Economics …, 2023 - ojs.rjsser.org.pk
E-learning technology is largely responsible for improving English language instruction. Due
to the recognition of English as a second language, students in Pakistan are not exposed to …
to the recognition of English as a second language, students in Pakistan are not exposed to …
A Review–The Influence of Games on Education Development in the Disruption Era
Game is a platform that is commonly used by users in everyday life. Games are often used
when someone is bored, bored, and mostly as a means of entertainment. But in the current …
when someone is bored, bored, and mostly as a means of entertainment. But in the current …