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On Foot in SIM City: Using SIM Copter as the Basis for an ESL Writing Assignment
7 references·5 citing·37 second hop
On Foot in SIM City: Using SIM Copter as the Basis for an ESL Writing Assignment (2002)On Foot in SIM City: Using SIM Copter as …Writing into change: Style shifting in asynchronous electronic discourse (2012)Writing into change: Style sh…CALL Environments: Research, Practice, and Critical Issues (2000)CALL Environments: Research, …Context, Community, and Authentic Language (1998)Context, Community, and Authe…The Computer and the Non-Native Writer: A Natural Partnership (1996)The Computer and the Non-Nati…Classroom Techniques: Foreign Languages and English as a Second Language (1994)Classroom Techniques: Foreign…The Tapestry of Language Learning: The Individual in the Communicative Classroom (1992)The Tapestry of Language Lear…Language Learning through Computer Adventure Games (1990)Language Learning through Com…Playing a new game—An argument for a teacher‐focused field around games and play in language education (2021)Playing a new game—An argumen…Teaching language and literacy with games: What? How? Why? (2019)Teaching language and literac…Digital Gaming in L2 Teaching and Learning (2017)Digital Gaming in L2 Teaching…A Study on Using Serious Games in Teaching German as a Foreign Language (2017)A Study on Using Serious Game…Teaching and learning English through digital game projects (2011)Teaching and learning English…Toward a Theory of Intrinsically Motivating Instruction* (1981)Communicative language teaching (1982)The Practice of English Language Teaching (1983)Since Malone's Theory of Intrinsically Motivating Instruction: What's the Score in the Gaming Literature? (1993)Cybertext redux: using digital game-based learning to teach L2 vocabulary, reading, and culture (2009)The Effect of Computer Game-Based Learning on FL Vocabulary Transferability (2017)Language play, language learning (1997)A comparison of textbook and authentic interactions (2004)Non‐native‐speaker teachers and English as an International Language (2004)Testing the limits of data-driven learning: language proficiency and training (2009)Digital Natives, Digital Immigrants Part 1 (2001)What video games have to teach us about learning and literacy (2003)What Video Games Have to Teach Us about Learning and Literacy (2004)Using Gamification and Serious Games for English Language Learning (2019)Serious game design model for language learning in the cultural context (2022)A Pedagogy of Multiliteracies: Designing Social Futures (1996)Digital game-based learning (2003)The effect of a digital game-based learning task on the acquisition of the English Article System (2020)The Effect of Multiplayer Video Games on Incidental and Intentional L2 Vocabulary Learning: The Case of Among Us (2021)Experience and Education (1986)Situated Learning: Legitimate Peripheral Participation. (1994)Out-of-school language learning through digital gaming: a case study from an activity theory perspective (2022)Adults' language learning strategies in an intensive foreign language program in the United States (1995)Comparing Theories of Language Learning Strategies: A Confirmatory Factor Analysis (2002)LANGUAGE LEARNING STYLES AND STRATEGIES: AN OVERVIEW (2003)Teaching Second-Language Literatures: Past, Present and Future (1983)The Foreign Language Methods Course (1993)Factors Affecting Students’ Performance in English Language in Zanzibar Rural and Urban Secondary Schools (2014)Computer‐Aided Writing in French as a Foreign Language: A Qualitative and Quantitative Look at the Process of Revision (1999)Going Beyond Classroom Learning: Acquiring Cultural Knowledge via On-Line Newspapers and Intercultural Exchanges via On-Line Chatrooms (1999)Facilitating debate in networked learning: Reflecting on online synchronous discussion in higher education (2004)A MUVE Towards PBL Writing (2008)Students’ Perception of Online Learning during COVID-19 Pandemic: A Case Study on the English Students of STKIP Pamane Talino (2020)Digital Language Learning (DLL): Insights from Behavior, Cognition, and the Brain (2021)Exchanging ideas with peers in network-based classrooms: An aid or a pain? (2001)Social presence in virtual communities of foreign language (FL) teachers (2007)Public Internet Forums: Can They Enhance Argumentative Writing Skills of Second Language Learners? (2012)
this work references cited by second hop

References

  • 1992The Tapestry of Language Learning: The Individual in the Communicative Classroom523 cited
  • 1998Context, Community, and Authentic Language420 cited
  • 2000CALL Environments: Research, Practice, and Critical Issues147 cited
  • 1990Language Learning through Computer Adventure Games96 cited
  • 1996The Computer and the Non-Native Writer: A Natural Partnership63 cited
  • 2012Writing into change: Style shifting in asynchronous electronic discourse61 cited
  • 1994Classroom Techniques: Foreign Languages and English as a Second Language56 cited

Cited by

  • 2017A Study on Using Serious Games in Teaching German as a Foreign Language44 cited
  • 2017Digital Gaming in L2 Teaching and Learning44 cited
  • 2019Teaching language and literacy with games: What? How? Why?43 cited
  • 2011Teaching and learning English through digital game projects40 cited
  • 2021Playing a new game—An argument for a teacher‐focused field around games and play in language education38 cited

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