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Gamifying French Language Learning: A Case Study Examining a Quest-based, Augmented Reality Mobile Learning-tool
8 references·16 citing·37 second hop
Gamifying French Language Learning: A Case Study Examining a Quest-based, Augmented Reality Mobile Learning-tool (2015)Gamifying French Language Learning: A Cas…The Gamification of Learning and Instruction: Game-based Methods and Strategies for Training and Education (2012)The Gamification of Learning …Reality is broken: why games make us better and how they can change the world (2012)Reality is broken: why games …For the Win: How Game Thinking Can Revolutionize Your Business (2012)For the Win: How Game Thinkin…The Multiplayer Classroom: Designing Coursework as a Game (2011)The Multiplayer Classroom: De…Leveraging Mobile Games for Place-Based Language Learning (2011)Leveraging Mobile Games for P…What Video Games Have to Teach Us about Learning and Literacy (2004)What Video Games Have to Teac…Research Methods in Language Learning (1994)Research Methods in Language …Situated Cognition and the Culture of Learning (1989)Situated Cognition and the Cu…Augmented Reality Escape Classroom Game for Deep and Meaningful English Language Learning (2024)Augmented Reality Escape Clas…Use of gamification in English learning in Higher Education: A systematic review (2023)Use of gamification in Englis…Gamification in Education: Why, Where, When, and How?—A Systematic Review (2023)Gamification in Education: Wh…Effects of a self-regulated-based gamified virtual reality system on students’ English learning performance and affection (2023)Effects of a self-regulated-b…The effects of implementing gamified instruction on vocabulary gain and motivation among language learners (2022)The effects of implementing g…Gamified Mobile Collaborative Location-Based Language Learning (2021)Gamified Mobile Collaborative…Escape Rooms as a Learning Strategy for Special Education Master’s Degree Students (2021)Escape Rooms as a Learning St…Enhancing Historical Learning Using Role-Playing Game on Mobile Platform (2021)Enhancing Historical Learning…A Bibliometric Analysis of Gamification Research (2021)A Bibliometric Analysis of Ga…Problem-based gaming via an augmented reality mobile game and a printed game in foreign language education (2020)Problem-based gaming via an a…Effect of Gamification on students’ motivation and learning achievement in Second Language Acquisition within higher education: a literature review 2011-2019 (2020)Effect of Gamification on stu…Motivational and affective engagement in learning Spanish with a mobile application (2019)Motivational and affective en…Escape ClassRoom: Can You Solve a Crime Using the Analytical Process? (2019)Escape ClassRoom: Can You Sol…The playful frame: gamification in a French-as-a-foreign-language class (2016)The playful frame: gamificati…Gamification in Education: Where Are We in 2015? (2015)Gamification in Education: Wh…Gamification and Implications for Second Language Education: A Meta Analysis (2015)Gamification and Implications…Situated Learning: Legitimate Peripheral Participation. (1994)A pedagogy of Multiliteracies Designing Social Futures (1996)The Motivational Pull of Video Games: A Self-Determination Theory Approach (2006)Gamifying learning experiences: Practical implications and outcomes (2013)Assessing the effects of gamification in the classroom: A longitudinal study on intrinsic motivation, social comparison, satisfaction, effort, and academic performance (2014)Design Experiments: Theoretical and Methodological Challenges in Creating Complex Interventions in Classroom Settings (1992)Conceptualizing Digital Game-Mediated L2 Learning and Pedagogy: Game-Enhanced and Game-Based Research and Practice (2012)Digital games and language teaching and learning (2018)Teaching and Assessing Intercultural Communicative Competence (2020)Mental Models (1983)Reciprocal Teaching of Comprehension-Fostering and Comprehension-Monitoring Activities (1984)Organizational Learning and Communities-of-Practice: Toward a Unified View of Working, Learning, and Innovation (1991)Technological Pedagogical Content Knowledge: A Framework for Teacher Knowledge (2006)Attitudes and Motivation in Second-Language Learning (1972)Flow: the psychology of optimal experience (1990)Does Gamification Work? -- A Literature Review of Empirical Studies on Gamification (2014)The Effects of Gamification On Student Motivation And Achievement In Learning English As A Foreign Language In Higher Education (2023)Enhancing student critical thinking and learning outcomes through innovative pedagogical approaches in higher education: the mediating role of inclusive leadership (2024)Using digital gamification to improve language achievement, foreign language enjoyment, and ideal L2 self: A case of English as a foreign language learners (2024)Flow: The Psychology of Optimal Experience (1991)Preferred Reporting Items for Systematic Reviews and Meta-Analyses: The PRISMA Statement (2009)From game design elements to gamefulness (2011)How to improve reading and writing skills in primary schools: A comparison between gamification and pen-and-paper training (2024)Game-thinking; utilizing serious games and gamification in nursing education – a systematic review and meta-analysis (2025)The role and scope of gamification in education: A scientometric literature review (2025)Gamification in theory and action: A survey (2014)Gamification in Education: A Systematic Mapping Study (2015)How gamification motivates: An experimental study of the effects of specific game design elements on psychological need satisfaction (2016)The benefits of playing video games. (2013)Gamification of Cognitive Assessment and Cognitive Training: A Systematic Review of Applications and Efficacy (2016)The Digital Workforce and the Workplace of the Future (2016)The Use of Think-aloud Methods in Qualitative Research An Introduction to Think-aloud Methods (2003)Using ubiquitous games in an English listening and speaking course: Impact on learning outcomes and motivation (2010)Mixed Method Research: Instruments, Validity, Reliability and Reporting Findings (2013)Engaging Engineering Students with Gamification (2013)Improving participation and learning with gamification (2013)Personality-targeted Gamification (2016)
this work references cited by second hop

References

  • 1989Situated Cognition and the Culture of Learning13,635 cited
  • 2004What Video Games Have to Teach Us about Learning and Literacy6,673 cited
  • 2012The Gamification of Learning and Instruction: Game-based Methods and Strategies for Training and Education3,765 cited
  • 2012Reality is broken: why games make us better and how they can change the world2,923 cited
  • 2012For the Win: How Game Thinking Can Revolutionize Your Business2,354 cited
  • 1994Research Methods in Language Learning1,351 cited
  • 2011The Multiplayer Classroom: Designing Coursework as a Game322 cited
  • 2011Leveraging Mobile Games for Place-Based Language Learning237 cited

Cited by

  • 2023Gamification in Education: Why, Where, When, and How?—A Systematic Review169 cited
  • 2020Effect of Gamification on students’ motivation and learning achievement in Second Language Acquisition within higher education: a literature review 2011-2019124 cited
  • 2021A Bibliometric Analysis of Gamification Research102 cited
  • 2020Problem-based gaming via an augmented reality mobile game and a printed game in foreign language education101 cited
  • 2019Escape ClassRoom: Can You Solve a Crime Using the Analytical Process?83 cited
  • 2019Motivational and affective engagement in learning Spanish with a mobile application

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77 cited
  • 2021Escape Rooms as a Learning Strategy for Special Education Master’s Degree Students62 cited
  • 2015Gamification in Education: Where Are We in 2015?49 cited
  • 2023Use of gamification in English learning in Higher Education: A systematic review45 cited
  • 2016The playful frame: gamification in a French-as-a-foreign-language class45 cited
  • 2023Effects of a self-regulated-based gamified virtual reality system on students’ English learning performance and affection41 cited
  • 2015Gamification and Implications for Second Language Education: A Meta Analysis41 cited
  • 2021Enhancing Historical Learning Using Role-Playing Game on Mobile Platform40 cited
  • 2024Augmented Reality Escape Classroom Game for Deep and Meaningful English Language Learning32 cited
  • 2021Gamified Mobile Collaborative Location-Based Language Learning32 cited
  • 2022The effects of implementing gamified instruction on vocabulary gain and motivation among language learners31 cited