Types Purposes and Effectiveness of State of The Art Technologies For Second and Foreign Language Learning
Types Purposes and Effectiveness of State of The Art Technologies For Second and Foreign Language Learning
To cite this article: Ruofei Zhang & Di Zou (2020): Types, purposes, and effectiveness of state-
of-the-art technologies for second and foreign language learning, Computer Assisted Language
Learning, DOI: 10.1080/09588221.2020.1744666
REVIEW
ABSTRACT KEYWORDS
Digital technologies have been widely used to enhance lan- Computer-assisted language
guage learning, the effectiveness of which has been learning; mobile-assisted
acknowledged in the literature. With the rapid develop- language learning;
mobile learning;
ment of digital devices and technologies, increasing tech- multimedia learning;
nologies have been used in the most recent several years, technology-enhanced
leading to more diversified approaches to language educa- language learning
tion. This exceptional advance over the past few years calls
for a summary of state-of-the-art technologies that have
been used to enhance language learning and promote
effective learning. The present study was conducted to fill
this gap by reviewing all the relevant publications in 10
widely recognised journals in the field of technology-
enhanced language learning. An analysis of 57 articles
indicated five major types of technology for second and
foreign language learning (i.e. technologies for mobile
learning, multimedia learning and socialisation, speech-to-
text and text-to-speech recognition, and digital-game-based
learning). The results also showed four primary purposes
and benefits of the state-of-the-art technologies: promoting
practices, delivering instructional content, facilitating inter-
actions, and restructuring teaching approaches. Moreover,
these state-of-the-art technologies have been integrated
into various aspects of language teaching and learning, the
overall impact of which has been positive.
1. Introduction
Technologies have been widely applied to the teaching and learning of
various disciplines, including language education, and the quantity, qual-
ity, and diversity of the technologies that have been integrated into lan-
guage learning are significant (Chen, Zou, & Xie, 2020; Slavuj, Mestrovic,
& Kovacic, 2017). At a time when the use of language learning apps is
160
141
140 131
120
110
100
84
81
80 76
70
59
60 52
50
45
40 34
20 12 14
10 9 9 11 9 11
7 6 8
3 5
0
among which, seven appear most notable. The first systematic review
was conducted by Golonka, Bowles, Frank, Richardson, and Freynik
(2014) who reviewed 350 studies comparing the use of newer technolo-
gies with more traditional language learning methods or materials. They
concluded that, generally, there was limited evidence for the efficacy of
using technology in language learning. However, automatic speech recog-
nition systems were viewed as effective in improving learners’ pronunci-
ation, and chat was conducive to an increased amount and complexity of
learners’ language production.
Slavuj et al. (2017) examined 42 TELL studies published in four jour-
nals (i.e. CALICO Journal, Computer Assisted Language Learning, Journal
of Educational Technology and Society, and ReCALL) between 2005 and
2015, with a focus on adaptive and intelligent instructional systems and
personalisation. They found that a variety of languages had been exam-
ined with English being the most frequently investigated. The results also
showed that the intelligent tutoring system was the most common
approach to adaptivity in language instruction. Specifically, there were
three types of personalisation systems. The process-steering type adjusted
the learning style and pace to learners’ ability and preference; the
content-adapting type delivered language knowledge based on learners’
interests and proficiency levels; and the feedback-giving type providing
in-time responses according to learners’ learning behaviours.
Shadiev, Hwang, and Huang (2017) reviewed 37 journal articles pub-
lished from 2007 to March 2016 on mobile language learning in authen-
tic environments from four perspectives: publication trend, research
focus, technology type, and research methodology. The results showed
the dominance of English in mobile language learning research and
revealed a rising academic interest in this topic. Smartphones and per-
sonal digital assistants were the most frequently used technologies and
learners’ language proficiencies and perceptions of mobile learning were
the most popular topics. More importantly, Shadiev et al.’s findings indi-
cated the potential of research on mobile technology-enhanced practical
use of language knowledge in real-life situations.
Hwang and Fu (2018) conducted a systematic review of 90 articles on
collaborative mobile learning in various disciplines. In a search of articles
from the Web of Science, they selected the most relevant ones published
between 2007 and 2016 and divided them into two periods to analyse
research trends in mobile technology-supported collaborative learning.
The review showed that most investigations of collaborative mobile lan-
guage learning focused on learning English as a second language, while
other languages received very limited academic coverage. The researchers
also observed that most studies in this field focused on secondary and
4 R. ZHANG AND D. ZOU
However, studies that have been published after 2016 have yet to be
reviewed in most review papers. Further, because of the recent rapid
technical advances and innovations in modern technology, most reviews
already appear dated in terms of the technologies reviewed within. For
instance, the iPod, which is now close to obsolete as a learning tool, was
regarded as an innovative device for language learning by Golonka et al.
(2014). Thus, to provide researchers in the fields of CALL and TELL
with an updated picture of the latest TELL developments and strategies,
a review of the studies that were published after 2016 appears timely.
Moreover, most previous TELL reviews have focused on one technology
only: Hwang and Fu (2018) and Shadiev, Hwang, et al. (2017) on mobile
technologies, Hung et al. (2018) on digital games, and Lee (2019) on
context-aware technology, thus failing to provide a comprehensive
understanding of a wide range of technologies for language learning in
general. Additionally, many reviews on TELL focused mainly on the
research methodologies of the previous studies (e.g. Hwang & Fu, 2018;
Lee, 2019; Shadiev, Hwang, et al., 2017; Shadiev & Yang, 2020). They
summarised the status of the field in terms of the publication years and
journals, the target languages, the methods of experiments and data col-
lection, thereby limiting the analyses of the types and purposes of the
technology applied to enhance language learning and how such applica-
tions were conducted. As a result, there have been few, if any, in-depth
reviews summarising the state-of-the-art technologies used to enhance
second or foreign language learning, and analysing how such technolo-
gies have been used to promote effective learning.
To fill in these gaps, the present study reviews the publications in
TELL in some widely recognised SSCI journals in the field over the
period from 2016 to the first half of 2019, focusing on the types of the
state-of-the-art technologies investigated and what roles they have played
in language learning. Three research questions were proposed:
2. Research method
We identified and analysed relevant articles using a three-step process,
article search and selection, and data analysis, following Hwang and Fu
6 R. ZHANG AND D. ZOU
(2018) and Zou, Huang, and Xie (2019). The search was conducted in
Web of Science Core Collection, with ‘2016–2019’ as the time-span,
‘English’ as the language, and ‘article’ as the required document type.
Three keywords were used: ‘technology,’ ‘language,’ and ‘learning,’ with
the AND operators between.
0 5 10 15 20 25 30
Numbers of publicaons
3. Results
Our coding exercise generated five main types and four major purposes
of the state-of-the-art technologies for second or foreign learning, and
these are aligned with the sub-sections of this section; generally, positive
findings concerning the effectiveness of these were noted.
Promong pracses 31
Facilitang interacons 22
0 5 10 15 20 25 30 35
Numbers of publicaons
used to create instructional games. With Kahoot!, the class was turned
into ‘a game show in which the teacher becomes the host and the stu-
dents the contestants,’ and learner motivation, engagement, and interac-
tions among teachers and peers were increased (p. 986).
Some studies on game-based language learning integrated other tech-
nologies such as Kinect technology and augmented reality (AR). For
example, Yukselturk et al. (2018) developed three games that immersed
learners in game environments where they took active roles in learning
while interacting with others. Kinect technology was applied to enhance
learners’ game experiences. A motion sensing input device consisting of
an RGB camera, three-dimensional depth sensors, a multi-array micro-
phone, and built-in processing cores were used to give synchronous
commands based on learners’ responses. It was found that the game
players achieved significant development in speaking, listening, reading
and writing. Hsu (2017) also developed a task-based, AR-enhanced game
system to promote situated vocabulary learning. Enhanced by AR, the
game created a three-dimensional space where learners received and
applied language knowledge in virtual and real worlds. The results
showed that the students who learned with AR achieved better learning
outcomes than those who did not.
TSR and STR were also frequently applied to facilitate content deliv-
ery. Shadiev, Huang, et al. (2017) integrated lexical and audio forms of
language knowledge by employing an STR system upon language learn-
ing texts. The results of pre- and post-tests revealed that participants
who learnt with the proposed system outperformed those who did not
and showed more positive learning attitudes and higher levels of learning
attention indicating multimedia rendered the content to be ‘more com-
prehensible and easier to process’ (p. 1257). Based on the positive results,
the researchers suggested that educators and researchers be aware of the
potentially wide applications of the STR system to the language learning
classroom, especially for male students and students of low language pro-
ficiency who were found to have progressed most in the post-tests. In
another experimental study (Huang, Shadiev, & Hwang, 2016), partici-
pants in an experimental group were provided with a computer-based
STR system in L2 lectures, while a control group was not. The results
showed the experimental group had a significantly better improvement
in L2 speaking and had a lower cognitive load. However, the STR system
seemed more useful for the learners of low language proficiency than
those of high proficiency. Therefore, the researchers called for educators
and researchers to pursue further improvement of the STR system in
order to help learners of differing levels receive appropriate multimedia
lectures in accordance with their language levels. As for TSR modelling,
Liakin et al. (2017) combined a TSR system with Moodle for teaching
students French pronunciation. This long-term study indicated that
although little difference was found in the immediate learning perform-
ances of the experimental and control groups, only the former one
achieved progress over time. They suggested that the proposed TSR sys-
tem could increase the ‘quantity and quality’ of learners’ input and can
be a very productive tool for conducting repetitive pronunciation activ-
ities out of class (p. 336).
fewer errors in business writing tests and higher motivation than those
who learned in a conventional classroom. The researchers suggested that
future studies in this direction could investigate the effectiveness of the
proposed learning approach in language learning courses other than
business English, while exploring students’ higher-order thinking, self-
efficacy, learning anxiety and interactions with the tutors in the com-
puter-mediated flipped classroom. Hsieh et al. (2017) used LINE, a
mobile communication application, to enhance a flipped oral training
course where the participants were able to practice target knowledge
beyond the classroom through written and verbal discussions. The results
indicated that the flipped learning approach was conducive to L2 idiom
learning and that LINE could be used to support this approach. To
effectively implement this approach, the researchers suggested teachers
explain the instructional design and the formative benefits of flipped
learning at the beginning and monitor the students’ progress throughout
the learning process in case some students do not understand the mean-
ing of the approach or cannot regulate themselves to keep up with the
learning pace. Similarly, Haghighi, Jafarigohar, Khoshsima, and Vahdany
(2019) based their design of flipped learning on the mobile communica-
tion app, Telegram, and reported considerable improvement of the par-
ticipants’ L2 pragmatic competence and learning satisfaction. The
researchers argued that this significant improvement might have resulted
from the compatibility of Telegram with the structure of the flipped
learning and the increased opportunities of knowledge application and
interactions that the flipped classroom provided. Shyr and Chen (2018)
proposed a computer-based system, Flip2Learn, to facilitate the out-of-
class learning part of their course and encouraged teacher–student
communication by a self-regulation and guidance system. The results
indicated that the proposed flipped system was effective in enhancing
language learning performances and motivation. Theoretically, this study
re-confirmed the effectiveness of the flipped learning approach in lan-
guage learning and revealed the positive influence of the self-regulation
and guidance system on deepening the learners’ processing. Practically,
the researchers suggested language teachers ‘train their students to regu-
late their learning with hypermedia’ before conducting the flipped
approach pedagogy (p. 60). Wang, An, and Wright (2018) developed a
MOOC-based flipped classroom that saved class time from teacher-led
instruction and allowed the students to orally discuss and communicate
with their peers in an EFL class. Compared to the learners who learnt
speaking skills in traditional classrooms, the learners in their flipped
classroom learned the instruction much more quickly, demonstrated
more positive learning attitudes and had significantly more progress in
22 R. ZHANG AND D. ZOU
2017; Huang et al., 2016; Liakin et al., 2017), thus empirical data con-
cerning the effectiveness of technologies can be collected and analysed.
In sum, future research on TELL may further explore the use of
mobile technologies, social networks, digital games, and AR technology
in language education, as they are the state-of-the-art technologies with
great potential for effective learning and teaching.
Disclosure statement
No potential conflict of interest was reported by the authors.
Funding
This research received grants from the Standing Committee on Language Education and
Research (EDB(LE)/P&R/EL/175/2), the Education Bureau of the Hong Kong Special
Administrative Region, and the Internal Research Grant (RG93/2018-2019R) and the
Internal Research Fund (RG 1/2019-2020R), The Education University of Hong Kong.
Notes on contributors
Ruofei Zhang is a research assistant at the Education University of Hong Kong. She
received her bachelor degree in Tongji University and master degree in City University
of Hong Kong. Her research interests include technology-enhanced language and culture
learning and socialised language learning. She is a PC member of GCCCE 2019 and
ICCE 2019.
Di Zou is an Assistant Professor at The Education University of Hong Kong. Her
research interests include second-language acquisition, technology-enhanced language
learning, game-based language learning and flipped classroom. She has published more
than 30 research papers in international journals and books, including Computers &
Education, Computer Assisted Language Learning, Language Teaching Research, and
British Journal of Educational Technology.
ORCID
Di Zou http://orcid.org/0000-0001-8435-9739
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34 R. ZHANG AND D. ZOU
Appendix C. Continued.
Types of state-of-the-art Purposes of state-of-the- Effectiveness of state-of-
technologies for art technologies in the-art technologies in
Author L2 learning L2 learning L2 learning
Darling-Aduana and Tablet (eReader)-based Assisting the low-income Development of reading
Heinrich (2018) multimedia learning English learners in proficiency was
with accessibility to both English/Spanish enhanced better in
the Internet bilingual and the bilingual
traditional English- classroom than in the
only traditional classroom.
reading classrooms
Haghighi et al. (2019) Telegram Supporting the flipped Development of
classroom by posting pragmatic
course materials competence and
through Telegram learning satisfaction
before class, and were enhanced.
conducting
communicative
activities in class
Ho et al. (2017) Augmented Reality , Facilitating learners’ Individuals with field-
Wikitude English listening and dependent cognitive
World Browser speaking practices by style performed
providing better than those
contextualised digital with field
information and independent and mix
artificial learning field cognitive styles
contexts in terms of the
anywhere anytime development of
speaking and
listening proficiency.
Hsieh et al. (2017) Line Assisting students of a Development of
flipped oral training idiomatic knowledge
course in practicing and learning
target English idioms motivation
beyond the classroom were enhanced.
through written and
verbal discussions
Hsu (2017) Digital game enhanced Encouraging vocabulary Development of word
by Augmented Reality learning and knowledge, learning
technologies practicing within motivation, and
artificial learning experiences
learning contexts were enhanced.
Huang and E-learning course Supporting a content- Development of reading
Chuang (2016) platform, PowerCam based reading course comprehension,
software, video where the language reading speed,
learning focused learning engagement,
more on meaning and learning attitude
and content were enhanced.
than form
Huang et al. (2016) Speech-to-text Reducing learners’ Development of
recognition system cognitive load speaking proficiency
was enhanced, and
low achievers’
cognitive load
was reduced.
Hung (2017) Clicker, Kahoot! game Facilitating students’ Development of
question-and-answer comprehensive
in class and language skills and
promoting in-class learning motivation
interactions were enhanced.
Hwang et al. (2016) Web-based multimedia Supporting speaking Development of
storytelling classrooms by speaking proficiency
presenting and learning
instructional contents motivation
through multimedia were enhanced.
(continued)
COMPUTER ASSISTED LANGUAGE LEARNING 43
Appendix C. Continued.
Types of state-of-the-art Purposes of state-of-the- Effectiveness of state-of-
technologies for art technologies in the-art technologies in
Author L2 learning L2 learning L2 learning
Kurt and Bensen (2017) Vine, a mobile Encouraging learners’ Development of
application that speaking practices vocabulary
allowed the recording and word knowledge knowledge, speaking
and sharing of application proficiency, and
video clips learning motivation
were enhanced.
Lan and Lin (2016) MObile SEeamless, a Supporting learners’ Development of
mobile application task-induced pragmatic speaking
which created real- language learning in proficiency and peer-
world contexts real-world contexts to-peer collaborations
were enhanced.
Liakin et al. (2017) Text-to-speech Assisting learners’ No immediate effect on
recognition practices in speaking learners’
system, Moodle and pronunciation pronunciation was
identified, but the
long-term effect
was found.
Lin (2017) Tablet-based multimedia Delivering the textbook No significant effect on
e-book contents in the learners’ reading
language classroom comprehension was
identified, but
learning motivation
was enhanced.
Lin and Hwang (2018) Facebook, videos Supporting the flipped Development of
language classroom pragmatic speaking
by providing video proficiency, peer-to-
instructions and peer interactions, and
encouraging speaking learning motivation
practices and peer-to- were enhanced.
peer interactions in-
and out-of-classroom
Lin et al. (2018) Contextual digital game Encouraging learners’ Development of writing
knowledge proficiency, learning
application by experience, and
providing interesting learning interest
artificial environments were enhanced.
Liu (2016) Instant Message function Facilitating learners’ Development of
(IM) of mobile phones vocabulary learning vocabulary knowledge
by helping them was enhanced.
exchange, receive,
and create
multimedia electronic
word knowledge
Liu, Chen, et al. (2018) Video, context-aware Encouraging learners’ Development of
tools that consisted contextualised listening
of smartphones, QR practices of listening comprehension,
codes and comprehension listening strategies,
fitness machines and learning attitudes
were enhanced
Liu, Huang, et al. (2018) Noteledge, a tablet-based Supporting learners’ Development of reading
multimedia individual and comprehension and
storytelling collaborative practices vocabulary knowledge
application of story reading was enhanced. The
students who learned
collaboratively
outperformed those
who learned
individually.
(continued)
44 R. ZHANG AND D. ZOU
Appendix C. Continued.
Types of state-of-the-art Purposes of state-of-the- Effectiveness of state-of-
technologies for art technologies in the-art technologies in
Author L2 learning L2 learning L2 learning
Liu, Tai, et al. (2018) Story and Painting House, Supporting the free- Development of
a tablet-based space digital speaking accuracy,
multimedia storytelling and creativity, and
storytelling encouraging learners’ learning motivation
application speaking practices were enhanced.
Liu et al. (2016) Story and Painting House, Supporting the free- Development of
a tablet-based space digital speaking fluency and
multimedia storytelling and vocabulary knowledge
storytelling encouraging learners’ was enhanced.
application speaking practices Learners’ engagement
was low at the
beginning but
increased later.
Marefat and Video Supporting the delivery Development of
Hassanzadeh (2016) of classroom-based vocabulary knowledge
form-focused was enhanced.
instructions that drew
learners’ attention to
the forms and
structures of the
language within the
context of
communicative
interaction
Nguyen et al. (2018) ezTranslate, a mobile Facilitating the Development of
application contextualised and speaking and
supporting the instant ubiquitous practices listening and learning
speech-to-text of speaking and motivation
translation listening and were enhanced.
encouraging peer-to-
peer
cooperative learning
Okuno and Multimedia technologies Facilitating learners’ Both audio-visual and
Hardison (2016) training and learning audio-only training
of pronunciation helped enhance
learners’
pronunciation. Audio-
visual training was
more effective.
Park and Multimedia technologies, Facilitating learners’ No significant effects on
Warschauer (2016) Visual-syntactic text reading and learning reading or on high-
formatting technology by converting the proficient learners’ L2
that visualised textbook to the one writing were
syntactic structures with syntactic identified, but the
enhancement low-proficient
learners’ development
of written
conventions and
writing strategies
was enhanced.
Qian et al. (2018) Computer-based Personalising the Development of
segmental perceptual phonetic input pronunciation
training system that according to learners’ was enhanced.
utilised the corpus- individual learning
based word frequency perceptions
lists, text-to-
speech technology
(continued)
COMPUTER ASSISTED LANGUAGE LEARNING 45
Appendix C. Continued.
Types of state-of-the-art Purposes of state-of-the- Effectiveness of state-of-
technologies for art technologies in the-art technologies in
Author L2 learning L2 learning L2 learning
Rachels and Rockinson- Duolingo, a mobile- Encouraging learners’ No significant effects on
Szapkiw (2018) based game vocabulary and learners’ vocabulary
application grammar learning and and grammar
practices by providing development were
personalised learning identified, but their
experiences based on learning motivation
students’ personal was enhanced.
preferences and
learning styles
Roussel and Clicker Expediting learners’ self- Development of
Galan (2018) reporting and pronunciation was
opinion-voicing in enhanced, and
vocabulary classrooms learners’ cognitive
load was alleviated.
Saricaoglu (2019) Computer-based Facilitating learners’ Learners’ comprehension
automated cause-and-effect of essay writing was
formative feedback essay writing enhanced, but their
writing proficiency
was not enhanced in
the short term.
Shadiev, Hwang, Huang, Tablet-based electronic Supporting learners’ Learners in collaboration
et al. (2018) textbook, multimedia textbook learning in had their
technologies individual and development of
collaboration modes comprehensive
language skills and
learning
motivation enhanced.
Shadiev, Hwang, and Multimedia technologies, Facilitating learners’ Development of writing,
Liu (2018) smart-watch-based writing by providing grammar knowledge,
learning system that synchronous and learning
supported text-to- corrections and motivation
speech and speech- language support were enhanced.
to-text technologies
Shadiev, Huang, Facebook, Skype, Supporting learners’ Development of
et al. (2017) speech-to-text online cross-culture comprehensive
recognition communication and language skills,
technology, language learning learning attention,
computer-aided and mediation were
translation system enhanced. Female
learners had higher
levels of attention
and meditation.
Shadiev, Wu, Multimedia technologies, Expediting language Development of
et al. (2017) speech-to-text learning during the comprehensive
recognition lectures by providing language skills,
technology synchronous learning attention,
language support and mediation were
enhanced. In long-
term, the learning
attention declined.
Sharifi et al. (2017) E-portfolios Encouraging learning Development of
engagement by vocabulary knowledge
providing and learning
opportunities to apply motivation
pedagogical concepts were enhanced.
(continued)
46 R. ZHANG AND D. ZOU
Appendix C. Continued.
Types of state-of-the-art Purposes of state-of-the- Effectiveness of state-of-
technologies for art technologies in the-art technologies in
Author L2 learning L2 learning L2 learning
Shyr and Chen (2018) Flip2Learn, an online Supporting the flipped Development of
learning platform language classroom comprehensive
by facilitating the language skills
out-of-class learning was enhanced.
section and
encouraging
teacher–student
communication
Song et al. (2017) Customised personal Expediting the question- Learners’ engagement
response system in and-answer section with the learning and
which students could between instructors the in-class
generate questions and students interactions
and answer questions were increased.
for the instructors to
give feedback
Talavan et al. (2017) Video, Aegisub, a subtitle Facilitating the learning Development of
making software of grammar and grammar knowledge
writing by supporting and writing
learners’ collaborative proficiency
reverse subtitling was enhanced.
Tan et al. (2019) Livescribe, a multimedia Facilitating learners’ Development of
computing platform, practices of listening
interactive board, listening exercises comprehension and
digital pens learning motivation
were enhanced.
Tecedor and Campos- Online voice recording, Facilitating learner’s Development of
Dintrans (2019) videoconferencing speaking practices by speaking complexity
supporting the peer- and fluency
to-peer computer- was enhanced.
mediated
communications
Tseng et al. (2018) Padlet, Flipgrid, Zaption, Supporting the Development of
Quizlet, multimedia immersive flipped comprehensive
technologies language classroom language skills and
by providing learning motivation
instructional contents were enhanced.
pre-class and
encouraging out-of-
class interactions
Tsai (2019) Multimedia technologies, Expediting learners’ Development of writing
Interactive courseware writing practices proficiency and
learning attitudes
were enhanced.
Wang (2017) Learn English Audio and Supporting self-paced Development of reading
Video, a mobile learning by providing proficiency and
application for multimedia language learning satisfaction
language learning, learning materials and were enhanced.
multimedia exercises
technologies anywhere anytime
Wang et al. (2018) MOOC Supporting the flipped Development of speech
language classroom fluency was
by integrating several enhanced. No
online instructional significant effect on
platforms learners’ speaking
and resources complexity and
accuracy
was identified.
(continued)
COMPUTER ASSISTED LANGUAGE LEARNING 47
Appendix C. Continued.
Types of state-of-the-art Purposes of state-of-the- Effectiveness of state-of-
technologies for art technologies in the-art technologies in
Author L2 learning L2 learning L2 learning
Wang et al. (2019) Green-building English- Providing contextualised Development of
learning, a mobile instructional materials comprehensive
application, QR codes according to learners’ language skills and
surroundings where self-efficacy was
they scanned the enhanced for both
QR codes high- and low-
proficient learners.
Wu et al. (2017) Video, Line Supporting the flipped Development of
language classroom speaking proficiency
by providing and peer-to-peer
instructional contents cooperation
before class and was enhanced.
encouraging peer-to-
peer interactions out-
of-class
Yang (2016) ESP Cafe, an online Facilitating self-directed Development of
learning workshop language learning by comprehensive
providing learning language skills
materials and was enhanced.
encouraging
discussions
and practices
Yeh and Lai (2019) Skype Supporting online Development of
communication speaking proficiency
between teachers was enhanced,
and students especially for the low-
proficient learners.
Yukselturk et al. (2018) Digital games, Kinect Facilitating self-directed Development of
camera technology learning in interesting comprehensive
that gave learning contexts and language skills
synchronous providing was enhanced.
commands depending immediate feedback
on learners’ responses
during gaming