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A systematic review of theory-informed design and implementation of digital game-based language learning
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Digital Games in Language Learning,
2023 |
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[2]
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The effects of a game-enhanced learning intervention on foreign language learning
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Educational technology research and development,
2022 |
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Digital games, literacy and language learning in L1 and L2: A comparative review
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L1-Educational Studies in …,
2022 |
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Effects of educational video games on English vocabulary learning and retention
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… Journal of Technology in Education (IJTE),
2022 |
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A Review on Vocabulary Learning-Designed MALL Applications in the EFL Context
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Theory and Practice in Language …,
2022 |
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DIGITAL GAMES, LITERACY AND LANGUAGE LEARNING IN L1 AND L2
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2022 |
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La alfabetización de adultos en lengua extranjera con herramientas digitales
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… Nebrija de Lingüística Aplicada a la …,
2022 |
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[8]
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La instrucción diferenciada en el desarrollo de la producción escrita del idioma inglés.
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2022 |
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Influence of idioms in speaking.
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2022 |
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[10]
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Authentic Computer Simulation Games And Vocabulary Learning: An Exploratory Case Study
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2022 |
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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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International Journal of Linguistics …,
2022 |
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[12]
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Developing English Pronunciation through Animation and YouTube Videos
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Arab World English Journal (AWEJ) Volume,
2022 |
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[13]
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Dimensions of Social Interaction in Second Language Learning
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2021 |
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[14]
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Video Games in the Development of Cognitive Skills Relevant for Language Learning: A Systematic Review
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Multimodality, Digitalization and Cognitivity …,
2021 |
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[15]
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Using Community of Inquiry to Scaffold Language Learning in Out-of-School Gaming: A Case Study
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2021 |
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[16]
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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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2021 |
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[17]
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EFL Learners' Beliefs Concerning the Effects of Accumulative Gaming Experiences on the Development of their Linguistic Competence.
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2020 |
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[18]
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La Poesía Infantil en el desarrollo del vocabulario del idioma inglés.
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2020 |
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[19]
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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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2020 |
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[20]
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Online Games for Primary School Vocabulary Teaching and Learning: A Literature Review
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2020 |
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[21]
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English Learners' Perceptions of Video Games as a Medium for Learning and Integration into the English Curriculum1
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MEXTESOL Journal,
2020 |
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[22]
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VOCABULARY LEARNING AND RETENTION: A COMPARISON BETWEEN A SERIOUS GAME AND MOBILE APPLICATION
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2020 |
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[23]
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Лінгвістичні засади формування неологізмів у кіберспортивній лексиці
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2020 |
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[24]
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Desenvolvimento de videojogo para o ensino da língua inglesa
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2020 |
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[25]
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Use of Digital Games in Teaching Vocabulary to Young Learners
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2020 |
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[26]
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Playing with e-CALF:“Regulate My Own Learning.”
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2020 |
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[27]
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Inclusive Language Education and Digital Games: A Literature Review and EFL Students' Perceptions
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2020 |
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[28]
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Playing with e-CALF:“Regulate My Own Learning”
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2020 |
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[29]
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CORPUS SOFTWARE IN EFL TEACHING: EXAMINATION OF LANGUAGE EXPOSURE
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2020 |
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[30]
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Investigating the Impact of Integrating Vocabulary Exercises Into an Adventure Video Game on Second Vocabulary Learning
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2020 |
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[31]
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Использование корпусных технологий в обучении профессионально ориентированному иностранному языку: анализ содержания учебных материалов
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2020 |
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[32]
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Game-Based Language Learning in ESL Classrooms: Effective Interventions and Influences on Students' Vocabulary Acquisition, Communicative Competence …
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2020 |
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[33]
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Interactive Learning in the medical English classroom
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Universal Journal of Educational Research,
2020 |
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[34]
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English Learners' Perceptions of Video Games as a Medium for Learning and Integration into the English Curriculum.
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MEXTESOL Journal,
2020 |
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[35]
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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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2020 |
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[36]
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A study on the effect of adding L1 glosses in the subtitle of an adventure game for vocabulary learning
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2020 |
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[37]
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A Systematic Review of Video Games for Second Language Acquisition
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2020 |
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[38]
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Эффективность использования технологии «развлекательного образования»(edutainment) в обучении иностранному языку
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2019 |
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[39]
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Vocabulary Acquisition in English as a Foreign Language: Digital Gameplaying The Sims
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Revista Linguagem & Ensino,
2019 |
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[40]
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Various Approaches in Teaching Vocabulary
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2019 |
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[41]
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ЭФФЕКТИВНОСТЬ ИСПОЛЬЗОВАНИЯ ТЕХНОЛОГИИ" РАЗВЛЕКАТЕЛЬНОГО ОБРАЗОВАНИЯ"(EDUTAINMENT) В ОБУЧЕНИИ ИНОСТРАННОМУ …
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2019 |
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[42]
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Vocabulary Acquisition in English as a Foreign Language: Digital Gameplaying The Sims.
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2019 |
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[43]
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Digital games, foreign language and vocabulary development
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2019 |
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[44]
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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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2019 |
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[45]
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Towards the Development of an Effective Online Language Learning Model in a University Environment
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2019 |
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[46]
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Classroom Intervention for Integrating Simulation Games into Language Classrooms: An Exploratory Study with the SIMs 4
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CALL-EJ,
2019 |
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[47]
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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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2019 |
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[48]
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The Role of Massively Multiplayer Role-Playing Games in Facilitating Vocabulary Acquisition for English Language Learners: A Mixed-Methods Study
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2019 |
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[49]
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A Literature Review on the Impact of Games on Learning English Vocabulary to Children
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2019 |
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[50]
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The efficiency of using the technology of “edutainment” in teaching foreign languages
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2019 |
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[51]
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Эффективность использования технологии" развлекательного образования"(edutainment) в обучении иностранному языку
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2019 |
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[52]
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КОМПЬЮТЕРНЫЕ И МОБИЛЬНЫЕ ПРИЛОЖЕНИЯ В ПРЕПОДАВАНИИ ИНОСТРАННОГО ЯЗЫКА
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2018 |
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[53]
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VIDEO GAMES: THE INTERFACE BETWEEN LANGUAGE LEARNING AND STORYTELLING
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2018 |
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[54]
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Comparative Effectiveness Between Game-Enhanced and Pencil-and-Paper English Vocabulary Learning Approaches
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2018 |
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[55]
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INVESTIGATION OF THE EFFECT OF ORAI SMARTPHONE-BASED APPLICATION ON SPEAKING COMPETENCY FOR ADULT LEARNERS
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2018 |
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[56]
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Interaktivno učenje muzike i engleskog jezika primenom digitalnih medija
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2018 |
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[57]
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The integration of information technology into high school English teaching in China
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2018 |
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[58]
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An Analysis of Morphological Processes of Balinese Dialect of Batukandik
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2018 |
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[59]
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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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2018 |
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[60]
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Computer Game-Based Foreign Language Learning: Its Benefits and Limitations
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Technology in Education. Innovative Solutions and Practices,
2018 |
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[61]
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Differences in serious game-aided and traditional English vocabulary acquisition
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Computers & Education,
2018 |
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[62]
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THE EFFECT OF COMPUTER-ASSISTED HIDDEN OBJECT GAME ON VOCABULARY MASTERY OF STUDENTS IN SMP N 3 SUKASADA ACADEMIC …
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2018 |
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[63]
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GAMIFIED TRAINING SESSIONS AS MEANS OF ENHANCING STUDENTS'MOTIVATION IN LEARNING ENGLISH
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2018 |
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[64]
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Facultad de Ciencias Sociales y Humanísticas
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2017 |
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[65]
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English Vocabulary Learning Strategies Used by Eleventh Grade Students of SMK N 2 Salatiga
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2017 |
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[66]
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The role of video games in learning EFL
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2017 |
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[67]
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Language Learning Enhanced by Massive Multiple Online Role-Playing Games (MMORPGs) and the Underlying Behavioral and Neural Mechanisms
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Frontiers in human neuroscience,
2017 |
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[68]
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RECURSOS DIGITAIS PARA O ENSINO E APRENDIZAGEM DE INGLÊS
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2017 |
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[69]
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Efficacy of Computer Games on Language Learning
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2017 |
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[70]
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PROYECTO DE TITULACIÓN
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2017 |
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[71]
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Using Online Computer Games in the ELT Classroom: A Case Study
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English Language Teaching,
2017 |
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[72]
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VOCABULÁRIO EM INGLÊS COMO LÍNGUA ESTRANGEIRA: UM BREVE ESTADO DA ARTE NO BRASIL
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2017 |
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[73]
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Using Online Computer Games in the ELT Classroom: A Case Study.
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English Language Teaching,
2017 |
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[74]
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Efficacy of Computer Games on Language Learning.
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Turkish Online Journal of Educational Technology - TOJET,
2017 |
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[75]
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Improving The First Year Student's Vocabulary Mastery Through Short Animation Movie At Smp N 13 Malang
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2017 |
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[76]
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JOGOS EDUCACIONAIS: CONTRIBUIÇÕES DA NEUROCIÊNCIA À APRENDIZAGEM
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2016 |
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[77]
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Edutainment in Teaching English as a Foreign Language The Effectiveness of using multimedia inside EFL classroom Dr. Muyaad Juma Juma
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[78]
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La alfabetización de adultos en lengua extranjera con herramientas digitales Adult literacy in a foreign language with digital tools
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