Open Journal of Social Sciences

Open Journal of Social Sciences

ISSN Print: 2327-5952
ISSN Online: 2327-5960
www.scirp.org/journal/jss
E-mail: jss@scirp.org
"Game-Enhanced Second Language Vocabulary Acquisition Strategies: A Systematic Review"
written by Anastassiya Yudintseva,
published by Open Journal of Social Sciences, Vol.3 No.10, 2015
has been cited by the following article(s):
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[1] A systematic review of theory-informed design and implementation of digital game-based language learning
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[2] The effects of a game-enhanced learning intervention on foreign language learning
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[3] Digital games, literacy and language learning in L1 and L2: A comparative review
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[4] Effects of educational video games on English vocabulary learning and retention
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[5] A Review on Vocabulary Learning-Designed MALL Applications in the EFL Context
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[6] DIGITAL GAMES, LITERACY AND LANGUAGE LEARNING IN L1 AND L2
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[7] La alfabetización de adultos en lengua extranjera con herramientas digitales
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[8] La instrucción diferenciada en el desarrollo de la producción escrita del idioma inglés.
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[9] Influence of idioms in speaking.
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[10] Authentic Computer Simulation Games And Vocabulary Learning: An Exploratory Case Study
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[11] Strategies of Learning English Vocabulary and Grammar by Freshmen University Students: A Case Study of An-Najah National University and Palestine Technical …
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[12] Developing English Pronunciation through Animation and YouTube Videos
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[13] Dimensions of Social Interaction in Second Language Learning
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[14] Video Games in the Development of Cognitive Skills Relevant for Language Learning: A Systematic Review
Multimodality, Digitalization and Cognitivity …, 2021
[15] Using Community of Inquiry to Scaffold Language Learning in Out-of-School Gaming: A Case Study
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[16] The Effects of Educational Games on EFL Vocabulary Learning of Early Childhood Students with Learning Disabilities: A Systematic Review and Meta-analysis
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[17] EFL Learners' Beliefs Concerning the Effects of Accumulative Gaming Experiences on the Development of their Linguistic Competence.
2020
[18] La Poesía Infantil en el desarrollo del vocabulario del idioma inglés.
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[19] The Using of SAVI (Somatic, Auditory, Visual and Intellectual approach) in Improving Vocabulary, Listening and Creative Thinking Skills of Elementary Stage Pupils
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[20] Online Games for Primary School Vocabulary Teaching and Learning: A Literature Review
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[21] English Learners' Perceptions of Video Games as a Medium for Learning and Integration into the English Curriculum1
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[22] VOCABULARY LEARNING AND RETENTION: A COMPARISON BETWEEN A SERIOUS GAME AND MOBILE APPLICATION
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[23] Лінгвістичні засади формування неологізмів у кіберспортивній лексиці
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[24] Desenvolvimento de videojogo para o ensino da língua inglesa
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[25] Use of Digital Games in Teaching Vocabulary to Young Learners
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[26] Playing with e-CALF:“Regulate My Own Learning.”
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[27] Inclusive Language Education and Digital Games: A Literature Review and EFL Students' Perceptions
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[28] Playing with e-CALF:“Regulate My Own Learning”
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[29] CORPUS SOFTWARE IN EFL TEACHING: EXAMINATION OF LANGUAGE EXPOSURE
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[30] Investigating the Impact of Integrating Vocabulary Exercises Into an Adventure Video Game on Second Vocabulary Learning
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[31] Использование корпусных технологий в обучении профессионально ориентированному иностранному языку: анализ содержания учебных материалов
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[32] Game-Based Language Learning in ESL Classrooms: Effective Interventions and Influences on Students' Vocabulary Acquisition, Communicative Competence …
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[33] Interactive Learning in the medical English classroom
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[34] English Learners' Perceptions of Video Games as a Medium for Learning and Integration into the English Curriculum.
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[35] EFL Learners' Perceptions towards Using Mobile Language Learning Applications in Improving Vocabulary Acquisition Case of Master One Students of Linguistics at …
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[36] A study on the effect of adding L1 glosses in the subtitle of an adventure game for vocabulary learning
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[37] A Systematic Review of Video Games for Second Language Acquisition
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[38] Эффективность использования технологии «развлекательного образования»(edutainment) в обучении иностранному языку
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[39] Vocabulary Acquisition in English as a Foreign Language: Digital Gameplaying The Sims
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[40] Various Approaches in Teaching Vocabulary
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[41] ЭФФЕКТИВНОСТЬ ИСПОЛЬЗОВАНИЯ ТЕХНОЛОГИИ" РАЗВЛЕКАТЕЛЬНОГО ОБРАЗОВАНИЯ"(EDUTAINMENT) В ОБУЧЕНИИ ИНОСТРАННОМУ …
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[42] Vocabulary Acquisition in English as a Foreign Language: Digital Gameplaying The Sims.
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[43] Digital games, foreign language and vocabulary development
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[44] e-CALF (Electronic Version of Contextual Attractive Logical Fun) Game as Self-Directed Learning Media for Students in the Digital Era
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[45] Towards the Development of an Effective Online Language Learning Model in a University Environment
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[46] Classroom Intervention for Integrating Simulation Games into Language Classrooms: An Exploratory Study with the SIMs 4
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[47] Impacts of a mind mapping-based contextual gaming approach on EFL students' writing performance, learning perceptions and generative uses in an English course
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[48] The Role of Massively Multiplayer Role-Playing Games in Facilitating Vocabulary Acquisition for English Language Learners: A Mixed-Methods Study
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[49] A Literature Review on the Impact of Games on Learning English Vocabulary to Children
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[50] The efficiency of using the technology of “edutainment” in teaching foreign languages
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[51] Эффективность использования технологии" развлекательного образования"(edutainment) в обучении иностранному языку
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[52] КОМПЬЮТЕРНЫЕ И МОБИЛЬНЫЕ ПРИЛОЖЕНИЯ В ПРЕПОДАВАНИИ ИНОСТРАННОГО ЯЗЫКА
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[53] VIDEO GAMES: THE INTERFACE BETWEEN LANGUAGE LEARNING AND STORYTELLING
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[54] Comparative Effectiveness Between Game-Enhanced and Pencil-and-Paper English Vocabulary Learning Approaches
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[55] INVESTIGATION OF THE EFFECT OF ORAI SMARTPHONE-BASED APPLICATION ON SPEAKING COMPETENCY FOR ADULT LEARNERS
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[56] Interaktivno učenje muzike i engleskog jezika primenom digitalnih medija
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[57] The integration of information technology into high school English teaching in China
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[58] An Analysis of Morphological Processes of Balinese Dialect of Batukandik
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[59] THE EFFECT OF COMPUTER-ASSISTED HIDDEN OBJECT GAME ON VOCABULARY MASTERY OF STUDENTS IN SMP N 3 SUKASADA ACADEMIC YEAR 2017 …
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[60] Computer Game-Based Foreign Language Learning: Its Benefits and Limitations
Technology in Education. Innovative Solutions and Practices, 2018
[61] Differences in serious game-aided and traditional English vocabulary acquisition
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[62] THE EFFECT OF COMPUTER-ASSISTED HIDDEN OBJECT GAME ON VOCABULARY MASTERY OF STUDENTS IN SMP N 3 SUKASADA ACADEMIC …
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[63] GAMIFIED TRAINING SESSIONS AS MEANS OF ENHANCING STUDENTS'MOTIVATION IN LEARNING ENGLISH
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[64] Facultad de Ciencias Sociales y Humanísticas
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[65] English Vocabulary Learning Strategies Used by Eleventh Grade Students of SMK N 2 Salatiga
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[66] The role of video games in learning EFL
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[67] Language Learning Enhanced by Massive Multiple Online Role-Playing Games (MMORPGs) and the Underlying Behavioral and Neural Mechanisms
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[68] RECURSOS DIGITAIS PARA O ENSINO E APRENDIZAGEM DE INGLÊS
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[69] Efficacy of Computer Games on Language Learning
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[70] PROYECTO DE TITULACIÓN
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[71] Using Online Computer Games in the ELT Classroom: A Case Study
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[72] VOCABULÁRIO EM INGLÊS COMO LÍNGUA ESTRANGEIRA: UM BREVE ESTADO DA ARTE NO BRASIL
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[73] Using Online Computer Games in the ELT Classroom: A Case Study.
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[74] Efficacy of Computer Games on Language Learning.
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[75] Improving The First Year Student's Vocabulary Mastery Through Short Animation Movie At Smp N 13 Malang
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[76] JOGOS EDUCACIONAIS: CONTRIBUIÇÕES DA NEUROCIÊNCIA À APRENDIZAGEM
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[77] Edutainment in Teaching English as a Foreign Language The Effectiveness of using multimedia inside EFL classroom Dr. Muyaad Juma Juma
[78] La alfabetización de adultos en lengua extranjera con herramientas digitales Adult literacy in a foreign language with digital tools
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