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Researchers investigated perceptions of Japanese college students toward the use of digital games in English-language learning. The study was conducted at one large private university in Japan. Undergraduate students who were enrolled in 14 English-language courses were invited to complete a paper-based survey during class time. The survey included the following constructs: ease of use, learning opportunities, experience, preferences, and actual use. Participants were also invited to share potential advantages and disadvantages for digital game use in the classroom. Two hundred and twenty-two students completed the survey. Results indicate that most students viewed the potential integration and utilization of digital games as positive. However, some students expressed concern that the use of games may not be an effective or efficient method of learning.
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Stored only when both papers are in the corpus — 52 citations exist upstream.
Papers that cite the same references — the relational fallback while embeddings are still backfilling.
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