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L2 Languaging in a Massively Multiplayer Online Game
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L2 Languaging in a Massively Multiplayer Online Game (2016)L2 Languaging in a Massively Multiplayer …Case Study Research in Applied Linguistics (2018)Case Study Research in Applie…Can I Say Something? The Effects of Digital Gameplay on Willingness to Communicate (2014)Can I Say Something? The Effe…The semiotic ecology and linguistic complexity of an online game world (2012)The semiotic ecology and ling…Learner interaction in a massively multiplayer online role playing game (MMORPG): A sociocultural discourse analysis (2012)Learner interaction in a mass…Affordances for second language learning in World of Warcraft (2012)Affordances for second langua…The effect of interactivity with a music video game on second language vocabulary recall (2010)The effect of interactivity w…Massively multiplayer online role-playing games as arenas for second language learning (2010)Massively multiplayer online …Second Language Use, Socialization, and Learning in Internet Interest Communities and Online Gaming (2009)Second Language Use, Socializ…Rethinking Language, Mind and World Dialogically : Interactional and contextual theories of human sense-making (2009)Rethinking Language, Mind and…Negotiation for Action: English Language Learning in Game‐Based Virtual Worlds (2009)Negotiation for Action: Engli…Transcultural communication in open internet environments and massively multiplayer online games (2008)Transcultural communication i…Learning English with The Sims: exploiting authentic computer simulation games for L2 learning (2008)Learning English with The Sim…The SIMs meet ESL Incorporating authentic computer simulation games into the language classroom (2006)The SIMs meet ESL Incorporati…3D Role-Playing Games as Language Learning Tools (2006)3D Role-Playing Games as Lang…"Alone together?" (2006)"Alone together?"The Ecology and Semiotics of Language Learning (2004)The Ecology and Semiotics of …Situated Cognition and the Culture of Learning (1989)Cognition and Second Language Instruction (2001)Games, Motivation, and Learning: A Research and Practice Model (2002)Affect and willingness to communicate in digital game-based learning (2014)Out-of-school digital gameplay and in-school L2 English vocabulary outcomes (2015)Understanding vocabulary acquisition, instruction, and assessment: A research agenda (2019)Mind in Society: The Development of Higher Psychological Processes (1978)Situated Learning (1991)Situated Learning: Legitimate Peripheral Participation. 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(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)Communicative competence : Some roles of comprehensible input and comprehensible output in its development (1985)Foreign Language Classroom Anxiety (1986)What Video Games Have to Teach Us about Learning and Literacy (2004)Investigating the relationship between communication-conflict interaction and project success among construction project teams (2017)A scoping review of research on digital game-based language learning (2018)Technology and the future of language teaching (2018)THEORETICAL BASES OF COMMUNICATIVE APPROACHES TO SECOND LANGUAGE TEACHING AND TESTING (1980)THEORETICAL BASES OF COMMUNICATIVE APPROACHES TO SECOND LANGUAGE TEACHING AND TESTING (1980)Digital Gaming and Language Learning: Autonomy and Community (2014)A model of online reading engagement: Linking engagement, navigation, and performance in digital reading (2015)The Cambridge Handbook of Task-Based Language Teaching (2021)A simplest systematics for the organization of turn-taking for conversation (1974)The Logic of Practice (1990)“Bridging Activities,” New Media Literacies, and Advanced Foreign Language Proficiency (2008)Technology in Language Use, Language Teaching, and Language Learning (2016)The Structure of Scientific Revolutions (1963)Communities of practice learning, meaning, and identity (1999)Scaffolding Instruction for English Language Learners: A Conceptual Framework (2006)Pedagogies and Practices in Multilingual Classrooms: Singularities in Pluralities (2011)Engagement in language learning: A systematic review of 20 years of research methods and definitions (2021)Alternative Approaches to Second Language Acquisition (2011)Case Study Research on Language Learning and Use (2014)The Acquisition of Heritage Languages (2015)Intersubjectivity: Towards a Dialogical Analysis (2009)Towards a dialogic theory of how children learn to think (2011)Ecolinguistics: the state of the art and future horizons (2013)
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References

  • 2004The Ecology and Semiotics of Language Learning1,406 cited
  • 2009Rethinking Language, Mind and World Dialogically : Interactional and contextual theories of human sense-making1,184 cited
  • 2006"Alone together?"778 cited
  • 2009Second Language Use, Socialization, and Learning in Internet Interest Communities and Online Gaming525 cited
  • 2018Case Study Research in Applied Linguistics394 cited
  • 2008Learning English with The Sims: exploiting authentic computer simulation games for L2 learning269 cited
  • 2010The effect of interactivity with a music video game on second language vocabulary recall266 cited
  • 2014Can I Say Something? The Effects of Digital Gameplay on Willingness to Communicate253 cited
  • 2008Transcultural communication in open internet environments and massively multiplayer online games248 cited
  • 2012Affordances for second language learning in World of Warcraft227 cited
  • 2010Massively multiplayer online role-playing games as arenas for second language learning213 cited
  • 2009Negotiation for Action: English Language Learning in Game‐Based Virtual Worlds210 cited
  • 2012The semiotic ecology and linguistic complexity of an online game world181 cited
  • 2006The SIMs meet ESL Incorporating authentic computer simulation games into the language classroom180 cited

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  • 2012Learner interaction in a massively multiplayer online role playing game (MMORPG): A sociocultural discourse analysis172 cited
  • 20063D Role-Playing Games as Language Learning Tools131 cited
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