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Language at Play: Digital Games in Second and Foreign Language Teaching and Learning
0 references·16 citing·51 second hop
Language at Play: Digital Games in Second and Foreign Language Teaching and Learning (2012)Language at Play: Digital Games in Second…The Cambridge Handbook of Task-Based Language Teaching (2021)The Cambridge Handbook of Tas…Digital Game‐Based Learning of Formulaic Expressions in Second Language Chinese (2021)Digital Game‐Based Learning o…Collaborative tasks for online language teaching (2020)Collaborative tasks for onlin…The effects of digital game-based instruction, teacher instruction, and direct focused written corrective feedback on the grammatical accuracy of English articles (2019)The effects of digital game-b…Second language learning in the context of massively multiplayer online games: A scoping review (2018)Second language learning in t…A Constructivist Approach to Game-Based Language Learning (2018)A Constructivist Approach to …Technologies for Teaching and Learning Intercultural Competence and Interlanguage Pragmatics (2017)Technologies for Teaching and…Learning Chinese Formulaic Expressions in a Scenario‐Based Interactive Environment (2017)Learning Chinese Formulaic Ex…Digital Gaming in L2 Teaching and Learning (2017)Digital Gaming in L2 Teaching…The use of massively multiplayer online role-playing games in CALL: an analysis of research (2016)The use of massively multipla…The playful frame: gamification in a French-as-a-foreign-language class (2016)The playful frame: gamificati…Motivational elements of digital instructional games: A study of young L2 learners’ game designs (2016)Motivational elements of digi…Clickers in the flipped classroom: bring your own device (BYOD) to promote student learning (2016)Clickers in the flipped class…Digital Gaming and Language Learning: Autonomy and Community (2014)Digital Gaming and Language L…Digital Game-based Learning (DGBL) in the L2 Classroom: The Impact of the UN’s Off-the-Shelf Videogame, Food Force, on Learner Affect and Vocabulary Retention (2014)Digital Game-based Learning (…Language Learning, Ecological Validity, and Innovation under Conditions of Superdiversity (2013)Language Learning, Ecological…Case Study Research: Design and Methods (1984)Case Study Research (2004)Constructing grounded theory : a practical guide through qualitative analysis (2006)A Flipped Contextual Game-Based Learning Approach to Enhancing EFL Students' English Business Writing Performance and Reflective Behaviors. (2018)EFL students’ views of willingness to communicate in the extramural digital context (2019)Game-based learning pedagogy: a review of the literature (2019)Mind in Society: The Development of Higher Psychological Processes (1978)Situated Learning: Legitimate Peripheral Participation. (1994)Multimedia Learning (2002)Digital games and language teaching and learning (2018)A Systematic Review of Digital Games in Second Language Learning Studies (2020)An Analysis of Game Design Elements Used in Digital Game-Based Language Learning (2021)The Role of the Linguistic Environment in Second Language Acquisition (1996)The Gamification of Learning and Instruction: Game-based Methods and Strategies for Training and Education (2012)An investigation of game behavior in the context of digital game-based learning: An individual difference perspective (2020)A game-based learning system based on octalysis gamification framework to promote employees’ Japanese learning (2023)Augmented‐reality‐enhanced game‐based learning in flipped English classrooms: Effects on students' creative thinking and vocabulary acquisition (2023)The Journal of College Science Teaching (1971)Flip Your Classroom: Reach Every Student in Every Class Every Day (2012)The effectiveness of the student response system (SRS) in English grammar learning in a flipped English as a foreign language (EFL) class (2018)A scoping review on flipped classroom approach in language education: challenges, implications and an interaction model (2020)A systematic review of research on flipped language classrooms: theoretical foundations, learning activities, tools, research topics and findings (2020)Flow: the psychology of optimal experience (1990)Flow: The Psychology of Optimal Experience (1991)Rules of Play: Game Design Fundamentals (2003)Language Games in Teaching and Learning English Grammar: A Literature Review (2019)Metacognitive instruction with young learners: A case of willingness to communicate, L2 use, and metacognition of oral communication (2021)Digital game-based language learning for vocabulary development (2024)Cross-Cultural Pragmatic Failure (1983)Formulaic Language and the Lexicon (2002)Good Video Games and Good Learning (2007)Human versus machine: investigating L2 learner output in face-to-face versus fully automated role-plays (2022)Scoping studies: towards a methodological framework (2005)‘Having a decent understanding of more than one language’: exploring multilingualism with secondary school students in England (2023)The Input Hypothesis: Issues and Implications (1985)The Study of Second Language Acquisition (1996)Task-based Language Learning and Teaching (2003)Computer‐mediated feedback for L2 learners: Challenges versus affordances (2020)The effect of a digital game-based learning task on the acquisition of the English Article System (2020)The human touch in AI: optimizing language learning through self-determination theory and teacher scaffolding (2025)INPUT, INTERACTION, AND SECOND‐LANGUAGE ACQUISITION (1981)Sociocultural Theory and Second Language Learning (2013)The Encyclopedia of applied linguistics (2013)Addressing the challenges of interaction in online language courses (2021)Examining the Relationships Between English Teachers’ Lifelong Learning Tendencies with Professional Competencies and Technology Integrating Self-Efficacy (2022)The predictors of L2 grit and their complex interactions in online foreign language learning: motivation, self-directed learning, autonomy, curiosity, and language mindsets (2023)Intraclass correlations: Uses in assessing rater reliability. (1979)Experiential Learning : Experience as the Source of Learning and Development (1983)Task-Based Language Teaching (2013)Implementing task-based language education in primary education (2020)Task-Based Language Teaching (2022)
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  • 2018Second language learning in the context of massively multiplayer online games: A scoping review99 cited
  • 2017Learning Chinese Formulaic Expressions in a Scenario‐Based Interactive Environment98 cited
  • 2014Digital Game-based Learning (DGBL) in the L2 Classroom: The Impact of the UN’s Off-the-Shelf Videogame, Food Force, on Learner Affect and Vocabulary Retention97 cited
  • 2019The effects of digital game-based instruction, teacher instruction, and direct focused written corrective feedback on the grammatical accuracy of English articles84 cited
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  • 2013Language Learning, Ecological Validity, and Innovation under Conditions of Superdiversity54 cited
  • 2017Technologies for Teaching and Learning Intercultural Competence and Interlanguage Pragmatics54 cited
  • 2018A Constructivist Approach to Game-Based Language Learning

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51 cited
  • 2021Digital Game‐Based Learning of Formulaic Expressions in Second Language Chinese49 cited
  • 2016The playful frame: gamification in a French-as-a-foreign-language class45 cited
  • 2017Digital Gaming in L2 Teaching and Learning44 cited