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Effectiveness of Using Games in Teaching Grammar to Young Learners.
7 references·8 citing·38 second hop
Effectiveness of Using Games in Teaching Grammar to Young Learners. (2011)Effectiveness of Using Games in Teaching …Research methods in education, 6th ed. (2007)Research methods in education…Research Methods in Education (2007)Research Methods in EducationA Practical Handbook of Language Teaching (1993)A Practical Handbook of Langu…Teaching English as a second or foreign language (1991)Teaching English as a second …Techniques and resources in teaching grammar (1988)Techniques and resources in t…An introduction to English language teaching (1978)An introduction to English la…Language-teaching games and contests (1976)Language-teaching games and c…Role of gamification in classroom teaching: Pre-service teachers’ view (2020)Role of gamification in class…Pupils’ Motivation and Perceptions on ESL Lessons through Online Quiz-Games (2020)Pupils’ Motivation and Percep…Game-Based Learning Platform and its Effects on Present Tense Mastery: Evidence from an ESL Classroom (2020)Game-Based Learning Platform …Facilitating EFL students’ English grammar learning performance and behaviors: A contextual gaming approach (2020)Facilitating EFL students’ En…Exploring Language Learning Motivation among Primary EFL Learners (2020)Exploring Language Learning M…Using Game-Based Learning with Kinect Technology in Foreign Language Education Course (2018)Using Game-Based Learning wit…IMPLEMENTASI BOARD GAMES DAN PENGARUHNYA TERHADAP HASIL BELAJAR BAHASA INGGRIS (2018)IMPLEMENTASI BOARD GAMES DAN …The Impact of Online Games on Learning English Vocabulary by Iranian (Low-intermediate) EFL Learners (2014)The Impact of Online Games on…Techniques in Teaching Vocabulary (1983)Vocabulary and language teaching (1989)A Qualitative Meta-Analysis of Computer Games as Learning Tools (2009)Efficiency of digital and non-digital educational games: A comparative meta-analysis and a meta-thematic analysis (2020)Serious game design model for language learning in the cultural context (2022)Exploring the Potential of Digital Game-Based Vocabulary Learning: A Systematic Review (2023)Introduction to functional grammar . By M. A. K. Halliday London & Baltimore: Edward Arnold, 1985. Pp. xxxv, 387. (1989)Digital game-based learning (2003)An Introduction to Functional Grammar (2014)An Analysis of Game Design Elements Used in Digital Game-Based Language Learning (2021)Teaching English Grammar in an Indonesian Junior High School (2021)Gamification in education: A citation network analysis using CitNetExplorer (2023)Research design: qualitative, quantitative, and mixed methods approaches (2003)Foundations of Game-Based Learning (2015)Gamification in Education: A Systematic Mapping Study (2015)Using technology to make learning fun: technology use is best made fun and challenging to optimize intrinsic motivation and engagement (2023)Impact of gamification on school engagement: a systematic review (2024)Investigating the influence of gamification on motivation and learning outcomes in online language learning (2024)Playing to Learn: A Review of Physical Games in Second Language Acquisition (2009)The importance of using games in EFL classrooms (2016)Using Games as a Tool in Teaching Vocabulary to Young Learners (2016)Teaching English as a Foreign Language (1981)Conversation: From Description to Pedagogy (2006)Effects on vocabulary acquisition of presenting new words in semantic sets versus semantically unrelated sets (2008)Changing Contexts and Shifting Paradigms in Pronunciation Teaching (2005)Second Language Accent and Pronunciation Teaching: A Research-Based Approach (2005)Vocabulary in Language Teaching (2020)Likert scales: how to (ab)use them (2004)Do entrepreneurship programmes raise entrepreneurial intention of science and engineering students? The effect of learning, inspiration and resources (2006)Un sistema de clasificación de los diseños de investigación en psicología (2013)The Reflective Assignment: Unlocking Pre-Service English Teachers' Beliefs On Grammar Teaching (1999)Induction from self-selected concordances and self-correction (2001)Factors related to pedagogical beliefs of teachers and technology integration (2010)Focus Group Interview as a Tool for Qualitative Research: An Analysis (2013)Integrating Quantitative and Qualitative Data in Mixed Methods Research—Challenges and Benefits (2016)Preparing and Implementing a Task-based ESL Curriculum in an EFL Setting: Implications for Theory and Practice (1994)A Corpus Analysis of Would-Clauses without Adjacent If-Clauses (2003)Why Is the Grammar-translation Method Still Alive in the Arab World? Teachers’ Beliefs and Its implications for EFL Teacher Education (2013)
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References

  • 2007Research Methods in Education23,507 cited
  • 1991Teaching English as a second or foreign language2,903 cited
  • 2007Research methods in education, 6th ed.1,919 cited
  • 1978An introduction to English language teaching284 cited
  • 1976Language-teaching games and contests148 cited
  • 1988Techniques and resources in teaching grammar131 cited
  • 1993A Practical Handbook of Language Teaching124 cited

Cited by

  • 2014The Impact of Online Games on Learning English Vocabulary by Iranian (Low-intermediate) EFL Learners114 cited
  • 2020Role of gamification in classroom teaching: Pre-service teachers’ view109 cited
  • 2020Facilitating EFL students’ English grammar learning performance and behaviors: A contextual gaming approach108 cited
  • 2018Using Game-Based Learning with Kinect Technology in Foreign Language Education Course81 cited
  • 2020Pupils’ Motivation and Perceptions on ESL Lessons through Online Quiz-Games63 cited
  • 2020Game-Based Learning Platform and its Effects on Present Tense Mastery: Evidence from an ESL Classroom41 cited
  • 2020Exploring Language Learning Motivation among Primary EFL Learners35 cited
  • 2018IMPLEMENTASI BOARD GAMES DAN PENGARUHNYA TERHADAP HASIL BELAJAR BAHASA INGGRIS

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33 cited