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Interactive Language Learning through Speech-Enabled Virtual Scenarios
16 references·5 citing·34 second hop
Interactive Language Learning through Speech-Enabled Virtual Scenarios (2012)Interactive Language Learning through Spe…Digital Game-Based Learning (2020)Digital Game-Based LearningInput, Interaction, and the Second Language Learner (2013)Input, Interaction, and the S…Serious Games in language learning and teaching – a theoretical perspective (2007)Serious Games in language lea…Pleasure, Learning, Video Games, and Life: The Projective Stance (2005)Pleasure, Learning, Video Gam…Rules of Play: Game Design Fundamentals (2003)Rules of Play: Game Design Fu…Approaches and Methods in Language Teaching (2001)Approaches and Methods in Lan…Nudge Nudge Wink Wink: Elements of Face-to-Face Conversation for Embodied Conversational Agents (2000)Nudge Nudge Wink Wink: Elemen…Life-Like Pedagogical Agents in Constructivist Multimedia Environments: Cognitive Consequences of their Interaction (2000)Life-Like Pedagogical Agents …On Discourse, Communication, and (Some) Fundamental Concepts in SLA Research (1997)On Discourse, Communication, …The Role of the Linguistic Environment in Second Language Acquisition (1996)The Role of the Linguistic En…Fun in Learning: The Pedagogical Role of Fun in Adventure Education (1996)Fun in Learning: The Pedagogi…Three functions of output in second language learning (1995)Three functions of output in …The Metaphysics of Virtual Reality (1994)The Metaphysics of Virtual Re…Research on Negotiation: What Does It Reveal About Second‐Language Learning Conditions, Processes, and Outcomes? (1994)Research on Negotiation: What…Integrating Research Areas: A Framework for Second Language Studies1 (1988)Integrating Research Areas: A…Communicative competence : Some roles of comprehensible input and comprehensible output in its development (1985)Communicative competence : So…Digital Game-Based Technology for English Language Learning in Preschools and Primary Schools: A Systematic Analysis (2023)Digital Game-Based Technology…An Analysis of Game Design Elements Used in Digital Game-Based Language Learning (2021)An Analysis of Game Design El…A Systematic Review of Digital Games in Second Language Learning Studies (2020)A Systematic Review of Digita…Simulated speaking environments for language learning: insights from three cases (2018)Simulated speaking environmen…Trends and Directions in Computer-Assisted Pronunciation Training (2015)Trends and Directions in Comp…Ways of Worldmaking (1978)The Market as an Object of Attachment: Exploring Postsocial Relations in Financial Markets (2000)Gender and the Internet: Women Communicating and Men Searching (2001)The concept of 'World English' and its implications for ELT (2004)Philosophy and the Mirror of Nature (2008)Studies in Ethnomethodology (1968)The Input Hypothesis: Issues and Implications (1986)The Role of Consciousness in Second Language Learning1 (1990)INPUT, INTERACTION, AND SECOND LANGUAGE DEVELOPMENT (1999)DIFFERENTIAL EFFECTS OF PROMPTS AND RECASTS IN FORM-FOCUSED INSTRUCTION (2004)ASPECTS OF THE THEORY OF SYNTAX (1964)A simplest systematics for the organization of turn-taking for conversation (1974)How To Do Things With Words (1975)Going beyond the Native Speaker in Language Teaching (1999)The Ecology and Semiotics of Language Learning (2004)A Transdisciplinary Framework for SLA in a Multilingual World (2016)Input in Second Language Acquisition (1986)Alternative Approaches to Second Language Acquisition (2011)The game, the player, the world: looking for a heart of gameness (2003)Fundamental Components of the Gameplay Experience: Analysing Immersion (2005)Serious games and the gamification of tourism (2016)Conversational Interaction and Second Language Development: Recasts, Responses, and Red Herrings? (1998)The effect of different types of corrective feedback on ESL student writing (2005)ORAL FEEDBACK IN CLASSROOM SLA (2010)CORRECTIVE FEEDBACK AND LEARNER UPTAKE (1997)Language and Culture (2014)Handbook of Research in Second Language Teaching and Learning (2005)Authentic materials and authenticity in foreign language learning (2007)OECD Education Working Papers (2010)Interaction and Second Language Learning: Two Adolescent French Immersion Students Working Together (1998)Content-and-Language Integrated Learning: From Practice to Principles? (2011)The Theory and Practice of Online Learning (2008)A meta-analysis of the cognitive and motivational effects of serious games. (2013)Handbook of Self-Regulation of Learning and Performance (2017)
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References

  • 2003Rules of Play: Game Design Fundamentals5,481 cited
  • 2001Approaches and Methods in Language Teaching4,411 cited
  • 1996The Role of the Linguistic Environment in Second Language Acquisition3,924 cited
  • 1985Communicative competence : Some roles of comprehensible input and comprehensible output in its development3,036 cited
  • 2020Digital Game-Based Learning2,893 cited
  • 1995Three functions of output in second language learning1,917 cited
  • 1997On Discourse, Communication, and (Some) Fundamental Concepts in SLA Research1,707 cited
  • 1994Research on Negotiation: What Does It Reveal About Second‐Language Learning Conditions, Processes, and Outcomes?1,200 cited
  • 2013Input, Interaction, and the Second Language Learner1,017 cited
  • 1994The Metaphysics of Virtual Reality854 cited
  • 1988Integrating Research Areas: A Framework for Second Language Studies1392 cited
  • 2000Nudge Nudge Wink Wink: Elements of Face-to-Face Conversation for Embodied Conversational Agents235 cited
  • 2007Serious Games in language learning and teaching – a theoretical perspective149 cited
  • 1996Fun in Learning: The Pedagogical Role of Fun in Adventure Education139 cited
  • 2000Life-Like Pedagogical Agents in Constructivist Multimedia Environments: Cognitive Consequences of their Interaction

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119 cited
  • 2005Pleasure, Learning, Video Games, and Life: The Projective Stance86 cited
  • Cited by

    • 2021An Analysis of Game Design Elements Used in Digital Game-Based Language Learning60 cited
    • 2020A Systematic Review of Digital Games in Second Language Learning Studies57 cited
    • 2015Trends and Directions in Computer-Assisted Pronunciation Training51 cited
    • 2023Digital Game-Based Technology for English Language Learning in Preschools and Primary Schools: A Systematic Analysis32 cited
    • 2018Simulated speaking environments for language learning: insights from three cases28 cited