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Multimodal analysis of language learning in World of Warcraft play: Languaging as Values-realizing
16 references·15 citing·43 second hop
Multimodal analysis of language learning in World of Warcraft play: Languaging as Values-realizing (2012)Multimodal analysis of language learning …Digital Game-Based Learning (2020)Digital Game-Based LearningSociocultural Theory and Second Language Learning (2013)Sociocultural Theory and Seco…Our Princess Is in Another Castle (2012)Our Princess Is in Another Ca…Second Language Use, Socialization, and Learning in Internet Interest Communities and Online Gaming (2009)Second Language Use, Socializ…Rethinking Language, Mind and World Dialogically : Interactional and contextual theories of human sense-making (2009)Rethinking Language, Mind and…Negotiation for Action: English Language Learning in Game‐Based Virtual Worlds (2009)Negotiation for Action: Engli…Scientific Habits of Mind in Virtual Worlds (2008)Scientific Habits of Mind in …“Bridging Activities,” New Media Literacies, and Advanced Foreign Language Proficiency (2008)“Bridging Activities,” New Me…Multimodal Transcription and Text Analysis: A Multimedia Toolkit and Coursebook (2007)Multimodal Transcription and …Using thematic analysis in psychology (2006)Using thematic analysis in ps…Don't bother me, Mom, I'm learning! (2006)Don't bother me, Mom, I'm lea…What Video Games Have to Teach Us about Learning and Literacy (2004)What Video Games Have to Teac…Cognition and the language myth (2004)Cognition and the language my…What video games have to teach us about learning and literacy (2003)What video games have to teac…Reality: The Search for Objectivity or the Quest for a Compelling Argument (1988)Reality: The Search for Objec…Philosophical Writings of Peirce (1955)Philosophical Writings of Pei…Assessing the Attainability of Video Game Experiences (2024)Assessing the Attainability o…Materials‐in‐Action: Pedagogical Ergonomics of a French‐as‐a‐Foreign‐Language Classroom (2021)Materials‐in‐Action: Pedagogi…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…A Review of Research on the Application of Digital Games in Foreign Language Education (2020)A Review of Research on the A…The Return of Languaging (2019)The Return of LanguagingMultimodality and Language Learning (2019)Multimodality and Language Le…Second language learning in the context of massively multiplayer online games: A scoping review (2018)Second language learning in t…Encouraging Free Play: Extramural Digital Game-Based Language Learning as a Complex Adaptive System (2017)Encouraging Free Play: Extram…Translanguaging in Nigerian and Malawian online newspaper readers’ comments (2016)Translanguaging in Nigerian a…Recurrent languaging activities in World of Warcraft: Skilled linguistic action meets the Common European Framework of Reference (2016)Recurrent languaging activiti…Massively Multiplayer Online Role Playing Games (MMORPGs) and the 21st century skills: A comprehensive research review from 2010 to 2016 (2016)Massively Multiplayer Online …Analyzing students’ Language Learning Experience in an Augmented Reality Mobile Game: An Exploration of an Emergent Learning Environment (2016)Analyzing students’ Language …Vocabulary learning in massively multiplayer online games: context and action before words (2015)Vocabulary learning in massiv…An eco-dialogical study of second language learners' World of Warcraft (WoW) gameplay (2014)An eco-dialogical study of se…Qualitative evaluation and research methods (1990)Qualitative Data Analysis: An Expanded Sourcebook (1994)Basics of qualitative research : techniques and procedures for developing grounded theory (1998)Older Adults' Reasons for Using Technology while Aging in Place (2015)Thematic Analysis (2017)Reflecting on reflexive thematic analysis (2019)Situated Cognition and the Culture of Learning (1989)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)Autopoiesis and Cognition (1980)The tree of knowledge (1987)The Radical Constructivist View of Science (2001)Autopoiesis, Structural Coupling and Cognition: A history of these and other notions in the biology of cognition (2002)Constructivism in psychology: Personal construct psychology, radical constructivism, and social constructionism. (2002)Situated Learning (1991)National Science Education Standards (1995)Children's Motivations for Video Game Play in the Context of Normal Development (2010)My Life as a Night Elf Priest (2010)The role of psychology in understanding the impact of computer games (2011)Flow: the psychology of optimal experience (1990)Flow: The Psychology of Optimal Experience (1991)From Content to Context: Videogames as Designed Experience (2006)Gameplay Engagement and Learning in Game-Based Learning (2015)Meta-analysis of action video game impact on perceptual, attentional, and cognitive skills. (2017)Toward Meaningful Engagement: A Framework for Design and Research of Gamified Information Systems1 (2017)A Pedagogy of Multiliteracies: Designing Social Futures (1996)Foundations of Game-Based Learning (2015)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)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)Intersubjectivity: Towards a Dialogical Analysis (2009)Towards a dialogic theory of how children learn to think (2011)Ecolinguistics: the state of the art and future horizons (2013)Origins of the modern mind: three stages in the evolution of culture and cognition (1992)The Institutional Dynamics of International Political Orders (1998)Ritual and Religion in the Making of Humanity (1999)
this work references cited by second hop

References

  • 2006Using thematic analysis in psychology193,725 cited
  • 2004What Video Games Have to Teach Us about Learning and Literacy6,673 cited
  • 2003What video games have to teach us about learning and literacy5,713 cited
  • 2013Sociocultural Theory and Second Language Learning3,850 cited
  • 2020Digital Game-Based Learning2,893 cited
  • 1955Philosophical Writings of Peirce2,793 cited
  • 2009Rethinking Language, Mind and World Dialogically : Interactional and contextual theories of human sense-making1,184 cited
  • 1988Reality: The Search for Objectivity or the Quest for a Compelling Argument822 cited
  • 2012Our Princess Is in Another Castle737 cited
  • 2008Scientific Habits of Mind in Virtual Worlds535 cited
  • 2009Second Language Use, Socialization, and Learning in Internet Interest Communities and Online Gaming516 cited
  • 2006Don't bother me, Mom, I'm learning!516 cited
  • 2008“Bridging Activities,” New Media Literacies, and Advanced Foreign Language Proficiency345 cited
  • 2004Cognition and the language myth283 cited
  • 2007Multimodal Transcription and Text Analysis: A Multimedia Toolkit and Coursebook282 cited

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2009
Negotiation for Action: English Language Learning in Game‐Based Virtual Worlds
210 cited

Cited by

  • 2016Massively Multiplayer Online Role Playing Games (MMORPGs) and the 21st century skills: A comprehensive research review from 2010 to 2016116 cited
  • 2018Second language learning in the context of massively multiplayer online games: A scoping review99 cited
  • 2015Vocabulary learning in massively multiplayer online games: context and action before words83 cited
  • 2016Analyzing students’ Language Learning Experience in an Augmented Reality Mobile Game: An Exploration of an Emergent Learning Environment80 cited
  • 2021An Analysis of Game Design Elements Used in Digital Game-Based Language Learning60 cited
  • 2019The Return of Languaging57 cited
  • 2020A Systematic Review of Digital Games in Second Language Learning Studies57 cited
  • 2019Multimodality and Language Learning52 cited
  • 2016Recurrent languaging activities in World of Warcraft: Skilled linguistic action meets the Common European Framework of Reference50 cited
  • 2020A Review of Research on the Application of Digital Games in Foreign Language Education44 cited
  • 2017Encouraging Free Play: Extramural Digital Game-Based Language Learning as a Complex Adaptive System40 cited
  • 2014An eco-dialogical study of second language learners' World of Warcraft (WoW) gameplay32 cited
  • 2021Materials‐in‐Action: Pedagogical Ergonomics of a French‐as‐a‐Foreign‐Language Classroom25 cited
  • 2016Translanguaging in Nigerian and Malawian online newspaper readers’ comments8 cited
  • 2024Assessing the Attainability of Video Game Experiences1 cited