SZodixStudyAcademic Library
ShelvesOpen access
Study · an open academic library·Metadata from OpenAlex (CC0)·Shelves·OpenAlex metadata, de-duplicated
Game-Enhanced Second Language Vocabulary Acquisition Strategies: A Systematic Review
16 references·3 citing·39 second hop
Game-Enhanced Second Language Vocabulary Acquisition Strategies: A Systematic Review (2015)Game-Enhanced Second Language Vocabulary …Digital Game-Based Learning (2020)Digital Game-Based LearningSociocultural Theory and Second Language Learning (2013)Sociocultural Theory and Seco…Good Video Games + Good Learning: collected essays on video games, learning and literacy (2013)Good Video Games + Good Learn…Alternative Approaches to Second Language Acquisition (2011)Alternative Approaches to Sec…Good Video Games and Good Learning (2007)Good Video Games and Good Lea…Learning by Design: Good Video Games as Learning Machines (2005)Learning by Design: Good Vide…Situated Language and Learning: A Critique of Traditional Schooling (2004)Situated Language and Learnin…Vocabulary in Language Teaching (2002)Vocabulary in Language Teachi…Managing split-attention and redundancy in multimedia instruction (1999)Managing split-attention and …INCIDENTAL VOCABULARY ACQUISITION IN A SECOND LANGUAGE (1999)INCIDENTAL VOCABULARY ACQUISI…Teaching and learning vocabulary (1994)Teaching and learning vocabul…Learning Strategies in Second Language Acquisition (1992)Learning Strategies in Second…Language Learning Strategies: What Every Teacher Should Know (1991)Language Learning Strategies:…Learning Strategies in Second Language Acquisition (1990)Learning Strategies in Second…How Many Words Are There in Printed School English? (1984)How Many Words Are There in P…Toward a Theory of Intrinsically Motivating Instruction* (1981)Toward a Theory of Intrinsica…Exploring the Potential of Digital Game-Based Vocabulary Learning: A Systematic Review (2023)Exploring the Potential of Di…A Study of Vocabulary Learning Using Annotated 360° Pictures (2020)A Study of Vocabulary Learnin…Efficacy of Computer Games on Language Learning. (2017)Efficacy of Computer Games on…Science and Human Behavior (1953)Human Problem Solving (1972)Beyond boredom and anxiety (1975)Motivational and self-regulated learning components of classroom academic performance. (1990)The psychology of curiosity: A review and reinterpretation. (1994)Focus on Formative Feedback (2008)The Child's Learning of English Morphology (1958)The American Heritage Word Frequency Book (1973)We Acquire Vocabulary and Spelling by Reading: Additional Evidence for the Input Hypothesis (1989)Changing relations between phonological processing abilities and word-level reading as children develop from beginning to skilled readers: A 5-year longitudinal study. (1997)How Large a Vocabulary is Needed For Reading and Listening? (2006)The Teacher's Word Book of 30, 000 Words (2018)The Structure of a Semantic Theory (1963)Reading: A psycholinguistic guessing game (1967)A New Academic Word List (2000)Developing and exploring the behaviour of two new versions of the Vocabulary Levels Test (2001)The Effects of Repetition on Vocabulary Knowledge (2007)The importance of vocabulary in language learning and how to be taught (2015)Motivation: Reopening the Research Agenda (1991)Attention, Memory, and the “Noticing” Hypothesis (1995)The Study of Second Language Acquisition (1995)LANGUAGE LEARNING STRATEGY INSTRUCTION: CURRENT ISSUES AND RESEARCH (2005)Mind in Society: The Development of Higher Psychological Processes (1978)The Ecology and Semiotics of Language Learning (2004)“Vygotsky’s Neglected Legacy”: Cultural-Historical Activity Theory (2007)Identity, language learning, and social change (2011)Invisible and visible language planning: ideological factors in the family language policy of Chinese immigrant families in Quebec (2009)“Together we are better”: Professional learning networks for teachers (2016)Students’ perception of Kahoot!’s influence on teaching and learning (2018)Language Learning Motivation: Expanding the Theoretical Framework (1994)Assessing students' metacognitive awareness of reading strategies. (2002)Individual Differences in Second Language Learning (2014)Beyond the Methods Fetish: Toward a Humanizing Pedagogy (1994)Vocabulary acquisition from extensive reading: A case study (2006)Vocabulary size and the skills of listening, reading and writing (2008)Automatically Assessing Lexical Sophistication: Indices, Tools, Findings, and Application (2014)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)
this work references cited by second hop

References

  • 1991Language Learning Strategies: What Every Teacher Should Know5,941 cited
  • 2013Sociocultural Theory and Second Language Learning3,850 cited
  • 1992Learning Strategies in Second Language Acquisition2,927 cited
  • 2020Digital Game-Based Learning2,893 cited
  • 1990Learning Strategies in Second Language Acquisition2,738 cited
  • 2004Situated Language and Learning: A Critique of Traditional Schooling2,321 cited
  • 1981Toward a Theory of Intrinsically Motivating Instruction*2,197 cited
  • 1994Teaching and learning vocabulary1,733 cited
  • 2002Vocabulary in Language Teaching1,438 cited
  • 1984How Many Words Are There in Printed School English?1,259 cited
  • 2011Alternative Approaches to Second Language Acquisition1,079 cited
  • 2007Good Video Games and Good Learning1,059 cited
  • 1999Managing split-attention and redundancy in multimedia instruction933 cited
  • 2005Learning by Design: Good Video Games as Learning Machines829 cited
  • 2013Good Video Games + Good Learning: collected essays on video games, learning and literacy550 cited
  • 1999INCIDENTAL VOCABULARY ACQUISITION IN A SECOND LANGUAGE

Only edges whose both ends are imported exist here. Widen the year window, or show the whole map. Back to the work

533 cited

Cited by

  • 2023Exploring the Potential of Digital Game-Based Vocabulary Learning: A Systematic Review59 cited
  • 2017Efficacy of Computer Games on Language Learning.57 cited
  • 2020A Study of Vocabulary Learning Using Annotated 360° Pictures49 cited