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Digital game-based language learning for vocabulary development
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… and Education Open,
2024 |
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Visualizing Research Trends in English Language Teaching (ELT) From 2013 to 2022: A Bibliometric Analysis
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SAGE Open,
2024 |
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The Development and Effectiveness of Game-Based Learning Prototypes for Daily Life Words at B1 Level: A Case Study of Engineering Students in Thailand
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English Language Teaching,
2024 |
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The Impact of Social Media and Electronic Literature on Literary Studies, Language Learning and Acculturation: A Study Conducted in South India
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World,
2024 |
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Students' Perception of The Genshin Impact Game in Their Vocabulary Mastery and 21st-Century Skills
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Jurnal Onoma: Pendidikan …,
2024 |
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The Use of Trace Effect Game to Increase Student's Vocabulary
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2024 |
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S2-oppija mukana Fortnite-pelikeskustelussa: sanahaut, korjaukset ja kielenoppimisen mahdollisuudet
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2024 |
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Analytic linguistic approach and speaking skill
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2024 |
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Mexican Emergent Bilingual Students and Their Out-Of-School Digital Media Experiences for In-School Language Development: A Focused Ethnographic Case Study …
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2023 |
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INVESTIGATING METACOGNITIVE STRATEGIES IN VOCABULARY ACQUISITION BY EIGHT GRADE STUDENTS OF SMP N 12 SEMARANG
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UNNES-TEFLIN National Conference,
2023 |
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EFL STUDENTS'PERCEPTION ON ENGLISH LEARNING MEDIA: WORD BANK
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Jurnal JOEPALLT (Journal of …,
2023 |
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Using Story Driven Game to Improve Students' Vocabulary Mastery
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2023 |
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USING DIGITAL TECHNOLOGIES IN TEACHING VOCABULARY IN ENGLISH LESSONS
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Herald pedagogiki. Nauka i Praktyka,
2023 |
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EFFECTIVE METHODS OF TEACHING ENGLISH VOCABULARY USING DIGITAL TECHNOLOGIES IN TECHNICAL INSTITUTIONS
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Herald pedagogiki. Nauka i Praktyka,
2023 |
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Retinentia, soporte computacional basado en metacognición: carga cognitiva y adquisición de vocabulario en latín.
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2023 |
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Incidental learning of English vocabulary through online computer games: a research study with Palestinian elementary students
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2023 |
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THE IMPACT OF EDUCATIONAL GAMES ON ENHANCING ENGLISH LANGUAGE LEARNING ABILITIES
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Научный Фокус,
2023 |
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Exploring the integration of informal language learning experiences in commercial off-the-shelf games into formal language learning settings
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2023 |
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Designing Lexicogrammar Microlearning-Based Materials Infused With Listening Skills For 7th Graders
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International Journal of …,
2023 |
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Exploring the Practices of Digital Game-based Language Learning through Action Research
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2023 |
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Designing and Evaluating a 3D Virtual World Game for English Language Learning: A Learning Experience Design Approach
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The Journal of Applied Instructional Design,
2023 |
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Defining Game-Mediated Second and Foreign Language Teaching and Learning: A Review
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International Journal of Game-Based Learning …,
2023 |
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Mapping the research trends of digital game-based language learning (DGBLL): a scientometrics review
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Computer Assisted Language …,
2023 |
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Exploring the potential of digital game-based vocabulary learning: A systematic review
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Systems,
2023 |
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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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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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2022 |
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A Review on Vocabulary Learning-Designed MALL Applications in the EFL Context
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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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2022 |
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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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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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2022 |
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Digital games, literacy and language learning in L1 and L2: A comparative systematic review
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L1-Educational Studies in Language …,
2022 |
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A Bibliometric Analysis of Digital Game-Based Language Learning to Support Future Language Learning
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2022 |
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Developing English Pronunciation through Animation and YouTube Videos
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2022 |
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Adult literacy in a foreign language with digital tools
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Revista Nebrija de Lingüística Aplicada a la Ense?anza de Lenguas (RNAEL),
2022 |
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Effects of Educational Video Games on English Vocabulary Learning and Retention.
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2022 |
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Hasil Turnitin A Bibliometric Analysis of Digital Game-Based Language Learning to Support Future Language Learning---(SC dari Penerbit)
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2022 |
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Designing a Digital Game to Foster International English Language Learners' Language-Related Episodes: A Design-Based Research Approach
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2022 |
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SUS-GSLA: a New Assessment Tool for Evaluating the Gamified SLA System Design
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한국과학예술융합학회,
2022 |
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Dimensions of Social Interaction in Second Language Learning
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2021 |
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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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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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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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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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La Poesía Infantil en el desarrollo del vocabulario del idioma inglés.
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2020 |
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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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Online Games for Primary School Vocabulary Teaching and Learning: A Literature Review
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2020 |
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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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VOCABULARY LEARNING AND RETENTION: A COMPARISON BETWEEN A SERIOUS GAME AND MOBILE APPLICATION
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2020 |
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Лінгвістичні засади формування неологізмів у кіберспортивній лексиці
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2020 |
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Desenvolvimento de videojogo para o ensino da língua inglesa
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2020 |
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Use of Digital Games in Teaching Vocabulary to Young Learners
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2020 |
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Playing with e-CALF:“Regulate My Own Learning.”
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2020 |
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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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Playing with e-CALF:“Regulate My Own Learning”
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2020 |
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CORPUS SOFTWARE IN EFL TEACHING: EXAMINATION OF LANGUAGE EXPOSURE
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2020 |
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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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Использование корпусных технологий в обучении профессионально ориентированному иностранному языку: анализ содержания учебных материалов
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2020 |
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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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Interactive Learning in the medical English classroom
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Universal Journal of Educational Research,
2020 |
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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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[66]
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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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[67]
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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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[68]
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A Systematic Review of Video Games for Second Language Acquisition
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2020 |
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[69]
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Digital Games for Vocabulary Acquisition in Learning English as a Foreign/Second Language
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2020 |
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Эффективность использования технологии «развлекательного образования»(edutainment) в обучении иностранному языку
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2019 |
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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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Various Approaches in Teaching Vocabulary
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2019 |
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2019 |
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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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Digital games, foreign language and vocabulary development
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2019 |
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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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Towards the Development of an Effective Online Language Learning Model in a University Environment
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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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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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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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A Literature Review on the Impact of Games on Learning English Vocabulary to Children
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2019 |
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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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Эффективность использования технологии" развлекательного образования"(edutainment) в обучении иностранному языку
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2019 |
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КОМПЬЮТЕРНЫЕ И МОБИЛЬНЫЕ ПРИЛОЖЕНИЯ В ПРЕПОДАВАНИИ ИНОСТРАННОГО ЯЗЫКА
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2018 |
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VIDEO GAMES: THE INTERFACE BETWEEN LANGUAGE LEARNING AND STORYTELLING
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2018 |
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[86]
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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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[87]
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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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[88]
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Interaktivno učenje muzike i engleskog jezika primenom digitalnih medija
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2018 |
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[89]
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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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An Analysis of Morphological Processes of Balinese Dialect of Batukandik
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2018 |
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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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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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Differences in serious game-aided and traditional English vocabulary acquisition
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Computers & Education,
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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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GAMIFIED TRAINING SESSIONS AS MEANS OF ENHANCING STUDENTS'MOTIVATION IN LEARNING ENGLISH
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2018 |
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[96]
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Facultad de Ciencias Sociales y Humanísticas
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2017 |
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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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[98]
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The role of video games in learning EFL
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2017 |
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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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RECURSOS DIGITAIS PARA O ENSINO E APRENDIZAGEM DE INGLÊS
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2017 |
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Efficacy of Computer Games on Language Learning
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2017 |
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PROYECTO DE TITULACIÓN
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2017 |
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[103]
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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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VOCABULÁRIO EM INGLÊS COMO LÍNGUA ESTRANGEIRA: UM BREVE ESTADO DA ARTE NO BRASIL
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2017 |
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Using Online Computer Games in the ELT Classroom: A Case Study.
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English Language Teaching,
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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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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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[108]
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The effect of computer-assisted hidden object game on vocabulary mastery of students in SMP N 3 Sukasada academic year 2017/2018
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Jurnal …,
2017 |
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Edutainment in Teaching English as a Foreign Language The Effectiveness of using multimedia inside EFL classroom
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Al-Adab Journal ,
2017 |
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2016 |
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Los videojuegos como recurso didáctico para la enseñanza de la cultura británica: Discovery Tour: Viking Age
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