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Affordances for second language learning in World of Warcraft
12 references·16 citing·40 second hop
Affordances for second language learning in World of Warcraft (2012)Affordances for second language learning …Sociocultural Theory and Second Language Learning (2013)Sociocultural Theory and Seco…Negotiation in cyberspace: The role of chatting in the development of grammatical competence (2012)Negotiation in cyberspace: Th…The ‘Intercultural Turn’ and Language Learning in the Crucible of New Media. (2010)The ‘Intercultural Turn’ and …Second Language Use, Socialization, and Learning in Internet Interest Communities and Online Gaming (2009)Second Language Use, Socializ…Negotiation for Action: English Language Learning in Game‐Based Virtual Worlds (2009)Negotiation for Action: Engli…Handbook of Research on Effective Electronic Gaming in Education (2009)Handbook of Research on Effec…What Video Games Have to Teach Us about Learning and Literacy (2004)What Video Games Have to Teac…Situated Language and Learning: A Critique of Traditional Schooling (2004)Situated Language and Learnin…Restructuring Classroom Interaction with Networked Computers: Effects on Quantity and Characteristics of Language Production (1995)Restructuring Classroom Inter…Input Enhancement and L2 Question Formation (1991)Input Enhancement and L2 Ques…THEORETICAL BASES OF COMMUNICATIVE APPROACHES TO SECOND LANGUAGE TEACHING AND TESTING (1980)THEORETICAL BASES OF COMMUNIC…THEORETICAL BASES OF COMMUNICATIVE APPROACHES TO SECOND LANGUAGE TEACHING AND TESTING (1980)THEORETICAL BASES OF COMMUNIC…A mixed-methods study of the incidental acquisition of foreign language vocabulary and healthcare knowledge through serious game play (2022)A mixed-methods study of the …The Cambridge Handbook of Task-Based Language Teaching (2021)The Cambridge Handbook of Tas…An Analysis of Game Design Elements Used in Digital Game-Based Language Learning (2021)An Analysis of Game Design El…Effect of SCMC on foreign language anxiety and learning experience: A comparison of voice, video, and VR-based oral interaction (2020)Effect of SCMC on foreign lan…A Systematic Review of Digital Games in Second Language Learning Studies (2020)A Systematic Review of Digita…The impact of a serious game on vocabulary and content learning (2019)The impact of a serious game …Chinese students’ perceptions of English learning affordances and their agency in an English-medium instruction classroom context (2019)Chinese students’ perceptions…Second language learning in the context of massively multiplayer online games: A scoping review (2018)Second language learning in t…Computer-assisted learning of communication (CALC): A case study of Japanese learning in a 3D virtual world (2018)Computer-assisted learning of…The use of massively multiplayer online role-playing games in CALL: an analysis of research (2016)The use of massively multipla…Massively Multiplayer Online Role Playing Games (MMORPGs) and the 21st century skills: A comprehensive research review from 2010 to 2016 (2016)Massively Multiplayer Online …Vocabulary learning in massively multiplayer online games: context and action before words (2015)Vocabulary learning in massiv…Game-Enhanced Second Language Vocabulary Acquisition Strategies: A Systematic Review (2015)Game-Enhanced Second Language…Educational games as stand‐alone learning tools and their motivational effect on L 2 vocabulary acquisition and perceived learning gains (2015)Educational games as stand‐al…A model of online reading engagement: Linking engagement, navigation, and performance in digital reading (2015)A model of online reading eng…Digital Gaming and Language Learning: Autonomy and Community (2014)Digital Gaming and Language L…Situated Cognition and the Culture of Learning (1989)Situated Learning: Legitimate Peripheral Participation. 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CROSSING FRONTIERS: NEW DIRECTIONS IN ONLINE PEDAGOGY AND RESEARCH (2004)New skills for new classrooms: Training tutors to teach languages online (2005)Handbook of Discourse Analysis (2006)Mind in Society: The Development of Higher Psychological Processes (1978)Situated Learning (1991)Teaching Multimodal and Digital Literacy in L2 Settings: New Literacies, New Basics, New Pedagogies (2011)Gaming as extramural English L2 learning and L2 proficiency among young learners (2012)Using the flipped classroom to enhance EFL learning (2016)Qualitative Data Analysis: An Expanded Sourcebook (1994)Transformational Play as a Curricular Scaffold: Using Videogames to Support Science Education (2009)The impact of individual, competitive, and collaborative mathematics game play on learning, performance, and motivation. (2013)How gamification motivates visits and engagement for online academic dissemination – An empirical study (2015)Principles and Practice in Second Language Acquisition (1983)Qualitative Analysis for Social Scientists (1987)How Languages Are Learned (1995)The Practice of English Language Teaching (2015)A Transdisciplinary Framework for SLA in a Multilingual World (2016)Artifacts and cultures-of-use in intercultural communication (2003)Critical issues in telecollaborative task design (2009)The Changing Face of Language Learning: Learning Beyond the Classroom (2015)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)Principles of Language Learning and Teaching (1981)Conceptualizing Willingness to Communicate in a L2: A Situational Model of L2 Confidence and Affiliation (1998)Language, Power And Pedagogy: Bilingual Children in the Crossfire (2000)The Effect of Error Correction on L2 Grammar Knowledge and Oral Proficiency (1993)GENERALIZABILITY AND AUTOMATICITY OF SECOND LANGUAGE LEARNING UNDER IMPLICIT, INCIDENTAL, ENHANCED, AND INSTRUCTED CONDITIONS (1997)Does Output Promote Noticing and Second Language Acquisition? 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References

  • 2004What Video Games Have to Teach Us about Learning and Literacy6,673 cited
  • 1980THEORETICAL BASES OF COMMUNICATIVE APPROACHES TO SECOND LANGUAGE TEACHING AND TESTING5,038 cited
  • 1980THEORETICAL BASES OF COMMUNICATIVE APPROACHES TO SECOND LANGUAGE TEACHING AND TESTING4,009 cited
  • 2013Sociocultural Theory and Second Language Learning3,850 cited
  • 2004Situated Language and Learning: A Critique of Traditional Schooling2,321 cited
  • 1995Restructuring Classroom Interaction with Networked Computers: Effects on Quantity and Characteristics of Language Production866 cited
  • 2009Second Language Use, Socialization, and Learning in Internet Interest Communities and Online Gaming516 cited
  • 2012Negotiation in cyberspace: The role of chatting in the development of grammatical competence409 cited
  • 2009Handbook of Research on Effective Electronic Gaming in Education364 cited
  • 1991Input Enhancement and L2 Question Formation275 cited
  • 2009Negotiation for Action: English Language Learning in Game‐Based Virtual Worlds210 cited
  • 2010The ‘Intercultural Turn’ and Language Learning in the Crucible of New Media.127 cited

Cited by

  • 2014Digital Gaming and Language Learning: Autonomy and Community180 cited
  • 2015A model of online reading engagement: Linking engagement, navigation, and performance in digital reading

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170 cited
  • 2021The Cambridge Handbook of Task-Based Language Teaching128 cited
  • 2015Educational games as stand‐alone learning tools and their motivational effect on L 2 vocabulary acquisition and perceived learning gains120 cited
  • 2016Massively Multiplayer Online Role Playing Games (MMORPGs) and the 21st century skills: A comprehensive research review from 2010 to 2016116 cited
  • 2020Effect of SCMC on foreign language anxiety and learning experience: A comparison of voice, video, and VR-based oral interaction115 cited
  • 2019The impact of a serious game on vocabulary and content learning109 cited
  • 2018Second language learning in the context of massively multiplayer online games: A scoping review99 cited
  • 2019Chinese students’ perceptions of English learning affordances and their agency in an English-medium instruction classroom context93 cited
  • 2015Vocabulary learning in massively multiplayer online games: context and action before words83 cited
  • 2016The use of massively multiplayer online role-playing games in CALL: an analysis of research74 cited
  • 2022A mixed-methods study of the incidental acquisition of foreign language vocabulary and healthcare knowledge through serious game play67 cited
  • 2018Computer-assisted learning of communication (CALC): A case study of Japanese learning in a 3D virtual world66 cited
  • 2015Game-Enhanced Second Language Vocabulary Acquisition Strategies: A Systematic Review63 cited
  • 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