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Cybertext redux: using digital game-based learning to teach L2 vocabulary, reading, and culture
16 references·16 citing·33 second hopsampled
Cybertext redux: using digital game-based learning to teach L2 vocabulary, reading, and culture (2009)Cybertext redux: using digital game-based…Digital Game-Based Learning: It's Not Just the Digital Natives Who Are Restless. (2006)Digital Game-Based Learning: …Video Games and the Future of Learning (2005)Video Games and the Future of…Direct Measurement of Cognitive Load in Multimedia Learning (2003)Direct Measurement of Cogniti…Instructional design models for well-structured and III-structured problem-solving learning outcomes (1997)Instructional design models f…Context and Culture in Language Teaching (1995)Context and Culture in Langua…Situated Learning: Legitimate Peripheral Participation. (1994)Situated Learning: Legitimate…Cognitive load theory, learning difficulty, and instructional design (1994)Cognitive load theory, learni…Situated Learning (1991)Situated LearningSituated Cognition and the Culture of Learning (1989)Situated Cognition and the Cu…Input in Second Language Acquisition (1986)Input in Second Language Acqu…Communicative competence : Some roles of comprehensible input and comprehensible output in its development (1985)Communicative competence : So…Schema Theory and ESL Reading Pedagogy (1983)Schema Theory and ESL Reading…Principles and Practice in Second Language Acquisition (1983)Principles and Practice in Se…Principles and Practice in Second Language Acquisition (1983)Principles and Practice in Se…Motivational Design of Instruction (1983)Motivational Design of Instru…Instructional Design Theories and Models (1983)Instructional Design Theories…Game-Based Learning experiences in primary mathematics education (2024)Game-Based Learning experienc…Digital simulation games in CALL: a research review (2021)Digital simulation games in C…Video-game based instruction for vocabulary acquisition with English language learners: A Bayesian meta-analysis (2020)Video-game based instruction …Translanguaging Practices of Multilingual Learners of German (2019)Translanguaging Practices of …Games people (don’t) play: An analysis of pre-service EFL teachers’ behaviors and beliefs regarding digital game-based language learning (2019)Games people (don’t) play: An…Using Game-Based Learning with Kinect Technology in Foreign Language Education Course (2018)Using Game-Based Learning wit…Kes Sesi: A mobile game designed to improve kindergarteners' recognition of letter sounds (2018)Kes Sesi: A mobile game desig…Differences in serious game-aided and traditional English vocabulary acquisition (2018)Differences in serious game-a…Readers, Players, and Watchers: EFL Students’ Vocabulary Acquisition through Digital Video Games (2017)Readers, Players, and Watcher…Exploiting adventure video games for second language vocabulary recall: a mixed-methods study (2017)Exploiting adventure video ga…Game‐based assessment: investigating the impact on test anxiety and exam performance (2016)Game‐based assessment: invest…DIGITAL GAME-BASED LANGUAGE LEARNING IN FOREIGN LANGUAGE TEACHER EDUCATION (2016)DIGITAL GAME-BASED LANGUAGE L…On the Effect of Playing Digital Games on Iranian Intermediate EFL Learners’ Motivation toward Learning English Vocabularies (2014)On the Effect of Playing Digi…The role of feedback in foreign language learning through digital role playing games (2012)The role of feedback in forei…The perceptual learning styles of hospitality students in a virtual learning environment: The case of Taiwan (2011)The perceptual learning style…Structuring Narrative in 3D Digital Game‐Based Learning Environments to Support Second Language Acquisition (2010)Structuring Narrative in 3D D…Experimental and Quasi-Experimental Designs for Research (1963)ASPECTS OF THE THEORY OF SYNTAX (1964)THEORETICAL BASES OF COMMUNICATIVE APPROACHES TO SECOND LANGUAGE TEACHING AND TESTING (1980)Second Language Acquisition and Second Language Learning (1989)Social Identity, Investment, and Language Learning (1995)Undoing Appropriateness: Raciolinguistic Ideologies and Language Diversity in Education (2015)The magical number seven, plus or minus two: Some limits on our capacity for processing information. (1956)Cognitive Load During Problem Solving: Effects on Learning (1988)The magical number seven, plus or minus two: Some limits on our capacity for processing information. (1994)Element Interactivity and Intrinsic, Extraneous, and Germane Cognitive Load (2010)The ICAP Framework: Linking Cognitive Engagement to Active Learning Outcomes (2014)Cognitive Architecture and Instructional Design: 20 Years Later (2019)Mental Models (1983)Reciprocal Teaching of Comprehension-Fostering and Comprehension-Monitoring Activities (1984)Technological Pedagogical Content Knowledge: A Framework for Teacher Knowledge (2006)Development and use of the ARCS model of instructional design (1987)Toward a design theory of problem solving (2000)Web-Based Virtual Learning Environments: A Research Framework and a Preliminary Assessment of Effectiveness in Basic it Skills Training1 (2001)The Role of the Linguistic Environment in Second Language Acquisition (1996)CORRECTIVE FEEDBACK AND LEARNER UPTAKE (1997)Language and Culture (2014)Language, Identity, and the Ownership of English (1997)Second Language Writing (2003)The Ecology and Semiotics of Language Learning (2004)Investigating Fluency in EFL: A Quantitative Approach* (1990)The Case Against Grammar Correction in L2 Writing Classes (1996)The Effect of Focused Written Corrective Feedback and Language Aptitude on ESL Learners' Acquisition of Articles (2007)On Discourse, Communication, and (Some) Fundamental Concepts in SLA Research (1997)Organizational Learning and Communities-of-Practice: Toward a Unified View of Working, Learning, and Innovation (1991)What Video Games Have to Teach Us about Learning and Literacy (2004)Expansive Learning at Work: Toward an activity theoretical reconceptualization (2001)What video games have to teach us about learning and literacy (2003)Learning Styles and Learning Spaces: Enhancing Experiential Learning in Higher Education (2005)
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References

  • 1994Situated Learning: Legitimate Peripheral Participation.39,454 cited
  • 1991Situated Learning33,773 cited
  • 1989Situated Cognition and the Culture of Learning13,635 cited
  • 1983Principles and Practice in Second Language Acquisition5,339 cited
  • 1983Principles and Practice in Second Language Acquisition4,453 cited
  • 1994Cognitive load theory, learning difficulty, and instructional design3,815 cited
  • 1985Communicative competence : Some roles of comprehensible input and comprehensible output in its development3,036 cited
  • 1995Context and Culture in Language Teaching2,719 cited
  • 1986Input in Second Language Acquisition2,332 cited
  • 1983Instructional Design Theories and Models2,192 cited
  • 1997Instructional design models for well-structured and III-structured problem-solving learning outcomes1,609 cited
  • 1983Motivational Design of Instruction1,247 cited
  • 2006Digital Game-Based Learning: It's Not Just the Digital Natives Who Are Restless.1,172 cited
  • 2005Video Games and the Future of Learning1,120 cited
  • 2003Direct Measurement of Cognitive Load in Multimedia Learning896 cited

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1983
Schema Theory and ESL Reading Pedagogy
884 cited

Cited by

  • 2019Games people (don’t) play: An analysis of pre-service EFL teachers’ behaviors and beliefs regarding digital game-based language learning90 cited
  • 2020Video-game based instruction for vocabulary acquisition with English language learners: A Bayesian meta-analysis89 cited
  • 2016Game‐based assessment: investigating the impact on test anxiety and exam performance86 cited
  • 2018Differences in serious game-aided and traditional English vocabulary acquisition83 cited
  • 2018Using Game-Based Learning with Kinect Technology in Foreign Language Education Course81 cited
  • 2016DIGITAL GAME-BASED LANGUAGE LEARNING IN FOREIGN LANGUAGE TEACHER EDUCATION55 cited
  • 2014On the Effect of Playing Digital Games on Iranian Intermediate EFL Learners’ Motivation toward Learning English Vocabularies52 cited
  • 2017Exploiting adventure video games for second language vocabulary recall: a mixed-methods study51 cited
  • 2017Readers, Players, and Watchers: EFL Students’ Vocabulary Acquisition through Digital Video Games45 cited
  • 2012The role of feedback in foreign language learning through digital role playing games41 cited
  • 2021Digital simulation games in CALL: a research review37 cited
  • 2024Game-Based Learning experiences in primary mathematics education37 cited
  • 2018Kes Sesi: A mobile game designed to improve kindergarteners' recognition of letter sounds37 cited
  • 2011The perceptual learning styles of hospitality students in a virtual learning environment: The case of Taiwan29 cited
  • 2010Structuring Narrative in 3D Digital Game‐Based Learning Environments to Support Second Language Acquisition29 cited
  • 2019Translanguaging Practices of Multilingual Learners of German10 cited