SZodixStudyAcademic Library
ShelvesOpen access
Study · an open academic library·Metadata from OpenAlex (CC0)·Shelves·OpenAlex metadata, de-duplicated
English language education on-line game and brain connectivity
16 references·1 citing·44 second hop
English language education on-line game and brain connectivity (2016)English language education on-line game a…Affect and willingness to communicate in digital game-based learning (2014)Affect and willingness to com…Imagery and Verbal Processes (2013)Imagery and Verbal ProcessesCortical Thickness Abnormalities in Late Adolescence with Online Gaming Addiction (2013)Cortical Thickness Abnormalit…Learner interaction in a massively multiplayer online role playing game (MMORPG): A sociocultural discourse analysis (2012)Learner interaction in a mass…The effect of interactivity with a music video game on second language vocabulary recall (2010)The effect of interactivity w…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…Reading ability is negatively related to Stroop interference (2006)Reading ability is negatively…Synchronous CMC and Pragmatic Development (2005)Synchronous CMC and Pragmatic…MEASURING IMPLICIT AND EXPLICIT KNOWLEDGE OF A SECOND LANGUAGE: A Psychometric Study (2005)MEASURING IMPLICIT AND EXPLIC…The Reliability and Validity of Kiddie-Schedule for Affective Disorders and Schizophrenia-Present and Lifetime Version- Korean Version (K-SADS-PL-K) (2004)The Reliability and Validity …FREQUENCY EFFECTS IN LANGUAGE PROCESSING (2002)FREQUENCY EFFECTS IN LANGUAGE…From sensation to cognition (1998)From sensation to cognitionComputers and L2 Reading: Student Performance, Student Attitudes1 (1997)Computers and L2 Reading: Stu…Design and Analysis: A Researcher's Handbook (1975)Design and Analysis: A Resear…Imagery and Verbal Processes (1972)Imagery and Verbal ProcessesLanguage Learning Enhanced by Massive Multiple Online Role-Playing Games (MMORPGs) and the Underlying Behavioral and Neural Mechanisms (2017)Language Learning Enhanced by…Second Language Acquisition and Second Language Learning (1989)InterViews: An introduction to qualitative research interviewing (1997)What Video Games Have to Teach Us about Learning and Literacy (2004)Foreign language anxiety levels in Second Life oral interaction (2016)Impacts of a mind mapping-based contextual gaming approach on EFL students’ writing performance, learning perceptions and generative uses in an English course (2019)Exploring the Dynamics of Artificial Intelligence Literacy on English as a Foreign Language Learners’ Willingness to Communicate: The Critical Mediating Roles of Artificial Intelligence Learning Self-Efficacy and Classroom Anxiety (2025)Mind in Society: The Development of Higher Psychological Processes (1978)Situated Learning (1991)Situated Learning: Legitimate Peripheral Participation. (1994)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)The Principles of Psychology (1891)Syntactic Structures (1957)Longman Grammar of Spoken and Written English (2000)Language as shaped by the brain (2008)Language Is a Complex Adaptive System: Position Paper (2009)The Acquisition of Heritage Languages (2015)The magical number seven, plus or minus two: Some limits on our capacity for processing information. (1994)Multimedia Learning (2002)G*Power 3: A flexible statistical power analysis program for the social, behavioral, and biomedical sciences (2007)ReCALL special issue: Digital games for language learning: challenges and opportunities (2012)Out-of-school digital gameplay and in-school L2 English vocabulary outcomes (2015)THEORETICAL BASES OF COMMUNICATIVE APPROACHES TO SECOND LANGUAGE TEACHING AND TESTING (1980)Principles and Practice in Second Language Acquisition (1983)IMPLICIT AND EXPLICIT CORRECTIVE FEEDBACK AND THE ACQUISITION OF L2 GRAMMAR (2006)The Effectiveness of Corrective Feedback in SLA: A Meta‐Analysis (2010)Conflict, arousal, and curiosity. (1960)Thought and language (1962)Interaction of information in word recognition. (1969)Evidence from functional magnetic resonance imaging of crossmodal binding in the human heteromodal cortex (2000)Effects of a secure attachment relationship on right brain development, affect regulation, and infant mental health (2001)Brain mechanisms linking language and action (2005)Cognitive representations of semantic categories. (1975)Basic objects in natural categories (1976)Emotional processing of fear: Exposure to corrective information. (1986)Psychiatric Comorbidity Assessed in Korean Children and Adolescents Who Screen Positive for Internet Addiction (2006)Association between Internet gaming disorder and adult attention deficit and hyperactivity disorder and their correlates: Impulsivity and hostility (2016)Clinical Characteristics of Diagnosis for Internet Gaming Disorder: Comparison of DSM-5 IGD and ICD-11 GD Diagnosis (2019)Effect size estimates: Current use, calculations, and interpretation. (2011)Calculating and reporting effect sizes to facilitate cumulative science: a practical primer for t-tests and ANOVAs (2013)Dual coding theory and education (1991)Multiple resources and performance prediction (2002)Concreteness ratings for 40 thousand generally known English word lemmas (2013)
this work references cited by second hop

References

  • 1975Design and Analysis: A Researcher's Handbook5,822 cited
  • 2013Imagery and Verbal Processes4,142 cited
  • 1972Imagery and Verbal Processes3,246 cited
  • 1998From sensation to cognition3,068 cited
  • 2002FREQUENCY EFFECTS IN LANGUAGE PROCESSING2,231 cited
  • 2005MEASURING IMPLICIT AND EXPLICIT KNOWLEDGE OF A SECOND LANGUAGE: A Psychometric Study1,031 cited
  • 2009Second Language Use, Socialization, and Learning in Internet Interest Communities and Online Gaming516 cited
  • 2004The Reliability and Validity of Kiddie-Schedule for Affective Disorders and Schizophrenia-Present and Lifetime Version- Korean Version (K-SADS-PL-K)354 cited
  • 2010The effect of interactivity with a music video game on second language vocabulary recall266 cited
  • 2014Affect and willingness to communicate in digital game-based learning238 cited
  • 2009Negotiation for Action: English Language Learning in Game‐Based Virtual Worlds210 cited
  • 2005Synchronous CMC and Pragmatic Development198 cited
  • 2013Cortical Thickness Abnormalities in Late Adolescence with Online Gaming Addiction185 cited
  • 2012Learner interaction in a massively multiplayer online role playing game (MMORPG): A sociocultural discourse analysis172 cited
  • 2006

Only edges whose both ends are imported exist here. Widen the year window, or show the whole map. Back to the work

Reading ability is negatively related to Stroop interference
156 cited
  • 1997Computers and L2 Reading: Student Performance, Student Attitudes1117 cited
  • Cited by

    • 2017Language Learning Enhanced by Massive Multiple Online Role-Playing Games (MMORPGs) and the Underlying Behavioral and Neural Mechanisms30 cited