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An Approach for Personalized Web-Based Vocabulary Learning through Word Association Games
9 references·1 citing·40 second hop
An Approach for Personalized Web-Based Vocabulary Learning through Word Association Games (2008)An Approach for Personalized Web-Based Vo…Digital Game-Based Learning (2020)Digital Game-Based LearningDigital Game‐Based Learning (2015)Digital Game‐Based LearningHandbook of Individual Differences, Learning, and Instruction (2012)Handbook of Individual Differ…Handbook of Individual Differences, Learning, and Instruction (2010)Handbook of Individual Differ…Computer assisted vocabulary learning: Design and evaluation (2006)Computer assisted vocabulary …Building an Educational Adventure Game: Theory, Design, and Lessons (2001)Building an Educational Adven…Computer assisted second language vocabulary acquisition (2000)Computer assisted second lang…A Semantic Field Approach to Passive Vocabulary Acquisition for Reading Comprehension (1985)A Semantic Field Approach to …The Computer and Literary Studies (1974)The Computer and Literary Stu…Individual differences in online personalized learning environment (2011)Individual differences in onl…We Acquire Vocabulary and Spelling by Reading: Additional Evidence for the Input Hypothesis (1989)Effects of Multimedia Annotations on Vocabulary Acquisition (1996)Incidental Vocabulary Learning by Advanced Foreign Language Students: The Influence of Marginal Glosses, Dictionary Use, and Reoccurrence of Unknown Words (1996)Comparing Focus on Form and Focus on FormS in Second-Language Vocabulary Learning (2006)Computer-assisted second language vocabulary learning in a paired-associate paradigm: a critical investigation of flashcard software (2011)Learning Strategies in Second Language Acquisition (1992)Reading‐Based Exercises in Second Language Vocabulary Learning: An Introspective Study (2000)Learning Vocabulary in Another Language (2001)Learner perspectives on fully online language learning (2014)The effectiveness of digital game‐based vocabulary learning: A framework‐based view of meta‐analysis (2016)Course in General Linguistics (2017)The Role of Vocabulary Teaching (1976)Suggestology and Outlines of Suggestopedy (1979)Basic Vocabulary Instruction: Teaching Strategies or Teaching Words? (2001)An Attribute-Treatment Interaction Study (2005)Combining the benefits of electronic and online dictionaries with CALL web sites to produce effective and enjoyable vocabulary and language learning lessons (2005)Language and communication (2013)Aptitudes and Instructional Methods: A Handbook for Research on Interactions (1978)Interest, Learning, and Motivation (1991)Computer-Mediated Communication, eLearning, and Interactivity: A Review of the Research. (2002)What video games have to teach us about learning and literacy (2003)Increasing interest in social studies: Social perspective taking and self-efficacy in stimulating simulations (2008)A meta-analysis of the cognitive and motivational effects of serious games. (2013)The benefits of playing video games. (2013)Development of Game-Like Simulations for Procedural Knowledge in Healthcare Education (2014)Skill assessment in learning experiences based on serious games: A Systematic Mapping Study (2017)Instructor-Oriented Authoring Tools for Educational Videogames (2008)Using game making pedagogy to facilitate student learning of interactive multimedia (2009)Strategies for Effective Digital Games Development and Implementation (2013)Toward a design theory of problem solving (2000)Cognitive constraints on multimedia learning: When presenting more material results in less understanding. (2001)The ‘digital natives’ debate: A critical review of the evidence (2008)Thinking Styles and Cognitive Development (2002)Cognitive load in reading a foreign language text with multimedia aids and the influence of verbal and spatial abilities (2003)The Creative Personality (2005)Conceptual integration and metaphor: An event-related potential study (2002)MANULEX: A grade-level lexical database from French elementary school readers (2004)Integrating experiential and distributional data to learn semantic representations. (2009)The Theory and Practice of Online Learning (2008)Handbook of Self-Regulation of Learning and Performance (2017)
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References

  • 2020Digital Game-Based Learning2,893 cited
  • 2012Handbook of Individual Differences, Learning, and Instruction934 cited
  • 1974The Computer and Literary Studies327 cited
  • 2010Handbook of Individual Differences, Learning, and Instruction244 cited
  • 2000Computer assisted second language vocabulary acquisition232 cited
  • 2006Computer assisted vocabulary learning: Design and evaluation149 cited
  • 2015Digital Game‐Based Learning92 cited
  • 2001Building an Educational Adventure Game: Theory, Design, and Lessons90 cited
  • 1985A Semantic Field Approach to Passive Vocabulary Acquisition for Reading Comprehension71 cited

Cited by

  • 2011Individual differences in online personalized learning environment33 cited

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