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Serious Games in language learning and teaching – a theoretical perspective
13 references·16 citing·27 second hop
Serious Games in language learning and teaching – a theoretical perspective (2007)Serious Games in language learning and te…Communication and Culture (2017)Communication and CultureThe Construction Of Reality In The Child (2013)The Construction Of Reality I…Children and Their Changing Media Environment (2013)Children and Their Changing M…The media literacy of children and young people: a review of the research literature (2005)The media literacy of childre…Cultivating Communities of Practice: A Guide to Managing Knowledge (2002)Cultivating Communities of Pr…Multimodal Discourse: The Modes and Media of Contemporary Communication (2001)Multimodal Discourse: The Mod…Remediation and the Desire for Immediacy (2000)Remediation and the Desire fo…Communities of practice learning, meaning, and identity (1999)Communities of practice learn…Communities of Practice (1998)Communities of PracticeLife on the Screen: Identity in the Age of the Internet (1997)Life on the Screen: Identity …Gender Trouble: Feminism and the Subversion of Identity (1991)Gender Trouble: Feminism and …The Second Self: Computers and the Human Spirit (1986)The Second Self: Computers an…Experiential Learning : Experience as the Source of Learning and Development (1983)Experiential Learning : Exper…Using Genially Games for Enhancing EFL Reading and Writing Skills in Online Education (2022)Using Genially Games for Enha…Gaming to succeed in college: Protocol for a scoping review of quantitative studies on the design and use of serious games for enhancing teaching and learning in higher education (2020)Gaming to succeed in college:…A Systematic Review of Digital Games in Second Language Learning Studies (2020)A Systematic Review of Digita…Multimodality and Language Learning (2019)Multimodality and Language Le…Implementation of Game-transformed Inquiry-based Learning to Promote the Understanding of and Motivation to Learn Chemistry (2018)Implementation of Game-transf…Game-Based Learning: Increasing the Logical-Mathematical, Naturalistic, and Linguistic Learning Levels of Primary School Students (2018)Game-Based Learning: Increasi…Serious Games in Preschool and Primary Education: Benefits And Impacts on Curriculum Course Syllabus (2017)Serious Games in Preschool an…A trustworthy multimedia participatory platform for cultural heritage management in smart city environments (2017)A trustworthy multimedia part…A Study on Using Serious Games in Teaching German as a Foreign Language (2017)A Study on Using Serious Game…Comparison Between Serious Games and Learning Version of Existing Games (2015)Comparison Between Serious Ga…The use of computer games as foreign language learning tasks for digital natives (2014)The use of computer games as …The Impact of Online Games on Learning English Vocabulary by Iranian (Low-intermediate) EFL Learners (2014)The Impact of Online Games on…Content and Language Integrated Learning through an Online Game in Primary School: A Case Study. 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this work references cited by second hop

References

  • 1983Experiential Learning : Experience as the Source of Learning and Development33,193 cited
  • 1991Gender Trouble: Feminism and the Subversion of Identity29,379 cited
  • 1999Communities of practice learning, meaning, and identity28,353 cited
  • 1998Communities of Practice23,452 cited
  • 1997Life on the Screen: Identity in the Age of the Internet6,363 cited
  • 2002Cultivating Communities of Practice: A Guide to Managing Knowledge4,771 cited
  • 2013The Construction Of Reality In The Child4,568 cited
  • 2001Multimodal Discourse: The Modes and Media of Contemporary Communication3,202 cited
  • 1986The Second Self: Computers and the Human Spirit1,721 cited
  • 2013Children and Their Changing Media Environment312 cited
  • 2017Communication and Culture152 cited
  • 2005The media literacy of children and young people: a review of the research literature135 cited
  • 2000Remediation and the Desire for Immediacy47 cited

Cited by

  • 2018Implementation of Game-transformed Inquiry-based Learning to Promote the Understanding of and Motivation to Learn Chemistry125 cited
  • 2017Serious Games in Preschool and Primary Education: Benefits And Impacts on Curriculum Course Syllabus

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121 cited
  • 2014The Impact of Online Games on Learning English Vocabulary by Iranian (Low-intermediate) EFL Learners114 cited
  • 2018Game-Based Learning: Increasing the Logical-Mathematical, Naturalistic, and Linguistic Learning Levels of Primary School Students105 cited
  • 2014The use of computer games as foreign language learning tasks for digital natives79 cited
  • 2011Chasing dreams and recognising realities: teachers’ responses to ICT71 cited
  • 2012Serious Game Motivation in an EFL Classroom in Chinese Primary School65 cited
  • 2020A Systematic Review of Digital Games in Second Language Learning Studies57 cited
  • 2022Using Genially Games for Enhancing EFL Reading and Writing Skills in Online Education55 cited
  • 2019Multimodality and Language Learning52 cited
  • 2014Content and Language Integrated Learning through an Online Game in Primary School: A Case Study.49 cited
  • 2020Gaming to succeed in college: Protocol for a scoping review of quantitative studies on the design and use of serious games for enhancing teaching and learning in higher education46 cited
  • 2012Interactive Language Learning through Speech-Enabled Virtual Scenarios45 cited
  • 2015Comparison Between Serious Games and Learning Version of Existing Games45 cited
  • 2017A Study on Using Serious Games in Teaching German as a Foreign Language44 cited
  • 2017A trustworthy multimedia participatory platform for cultural heritage management in smart city environments41 cited