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Readers, Players, and Watchers: EFL Students’ Vocabulary Acquisition through Digital Video Games
16 references·2 citing·39 second hop
Readers, Players, and Watchers: EFL Students’ Vocabulary Acquisition through Digital Video Games (2017)Readers, Players, and Watchers: EFL Stude…Cognitive Theory of Multimedia Learning (2014)Cognitive Theory of Multimedi…e‐Learning and the Science of Instruction (2011)e‐Learning and the Science of…GameFlow (2005)GameFlowWhat Video Games Have to Teach Us about Learning and Literacy (2004)What Video Games Have to Teac…What video games have to teach us about learning and literacy (2003)What video games have to teac…E-learning and the science of instruction: Proven guidelines for consumers and designers of multimedia learning (2003)E-learning and the science of…Learning Vocabulary in Another Language (2001)Learning Vocabulary in Anothe…Problems in Output and the Cognitive Processes They Generate: A Step Towards Second Language Learning (1995)Problems in Output and the Co…The instructive animation: Helping students build connections between words and pictures in multimedia learning. (1992)The instructive animation: He…Animations need narrations: An experimental test of a dual-coding hypothesis. (1991)Animations need narrations: A…When is an illustration worth ten thousand words? (1990)When is an illustration worth…Communicative competence : Some roles of comprehensible input and comprehensible output in its development (1985)Communicative competence : So…Principles and Practice in Second Language Acquisition (1983)Principles and Practice in Se…Psychological status of the script concept. (1981)Psychological status of the s…Scripts, plans, goals, and understanding : an inquiry into human knowledge structures. By Roger C. Schank and Robert P. Abelson. Hillsdale, NJ: Lawrence Erlbaum Associates, 1977. Pp. 248. (1978)Scripts, plans, goals, and un…Mind in Society: The Development of Higher Psychological Processes (1978)Mind in Society: The Developm…Digital Game-Based Technology for English Language Learning in Preschools and Primary Schools: A Systematic Analysis (2023)Digital Game-Based Technology…A scoping review of video games and learning in secondary classrooms (2023)A scoping review of video gam…Situated Cognition and the Culture of Learning (1989)Situated Learning: Legitimate Peripheral Participation. (1994)A pedagogy of Multiliteracies Designing Social Futures (1996)The Motivational Pull of Video Games: A Self-Determination Theory Approach (2006)Gamifying learning experiences: Practical implications and outcomes (2013)Assessing the effects of gamification in the classroom: A longitudinal study on intrinsic motivation, social comparison, satisfaction, effort, and academic performance (2014)Flow: the psychology of optimal experience (1990)Flow. The Psychology of Optimal Experience. New York (HarperPerennial) 1990. (1990)Flow: The Psychology of Optimal Experience (1991)Designing games with a purpose (2008)Measuring and defining the experience of immersion in games (2008)The benefits of playing video games. (2013)The magical number seven, plus or minus two: Some limits on our capacity for processing information. (1956)The magical number seven, plus or minus two: Some limits on our capacity for processing information. (1994)Multimedia Learning (2002)Instructional animation versus static pictures: A meta-analysis (2007)Interactive Multimodal Learning Environments (2007)Applying the science of learning: Evidence-based principles for the design of multimedia instruction. (2008)Situated Learning (1991)A Pedagogy of Multiliteracies: Designing Social Futures (1996)Foundations of Game-Based Learning (2015)The Role of the Linguistic Environment in Second Language Acquisition (1996)CORRECTIVE FEEDBACK AND LEARNER UPTAKE (1997)Language and Culture (2014)Investigating Fluency in EFL: A Quantitative Approach* (1990)The Case Against Grammar Correction in L2 Writing Classes (1996)The Effect of Focused Written Corrective Feedback and Language Aptitude on ESL Learners' Acquisition of Articles (2007)An instructional model for web‐based e‐learning education with a blended learning process approach (2005)Student perceptions of collaborative learning, social presence and satisfaction in a blended learning environment: Relationships and critical factors (2007)The myths of the digital native and the multitasker (2017)A New Academic Word List (2000)Developing and exploring the behaviour of two new versions of the Vocabulary Levels Test (2001)Review article: Instructed second language vocabulary learning (2008)Reciprocal Teaching of Comprehension-Fostering and Comprehension-Monitoring Activities (1984)Qualitative Analysis for Social Scientists (1987)Expansive Learning at Work: Toward an activity theoretical reconceptualization (2001)Stories of Experience and Narrative Inquiry (1990)Principles of Critical Discourse Analysis (1993)Human Aggression (2002)
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References

  • 1978Mind in Society: The Development of Higher Psychological Processes53,480 cited
  • 2004What Video Games Have to Teach Us about Learning and Literacy6,673 cited
  • 2001Learning Vocabulary in Another Language6,602 cited
  • 2003What video games have to teach us about learning and literacy5,713 cited
  • 1983Principles and Practice in Second Language Acquisition4,453 cited
  • 1978Scripts, plans, goals, and understanding : an inquiry into human knowledge structures. By Roger C. Schank and Robert P. Abelson. Hillsdale, NJ: Lawrence Erlbaum Associates, 1977. Pp. 248.3,054 cited
  • 1985Communicative competence : Some roles of comprehensible input and comprehensible output in its development3,036 cited
  • 2003E-learning and the science of instruction: Proven guidelines for consumers and designers of multimedia learning2,257 cited
  • 2005GameFlow2,122 cited
  • 2014Cognitive Theory of Multimedia Learning1,973 cited
  • 1981Psychological status of the script concept.1,743 cited
  • 1995Problems in Output and the Cognitive Processes They Generate: A Step Towards Second Language Learning1,392 cited
  • 1990When is an illustration worth ten thousand words?1,050 cited
  • 1992The instructive animation: Helping students build connections between words and pictures in multimedia learning.1,000 cited

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  • 2011e‐Learning and the Science of Instruction884 cited
  • 1991Animations need narrations: An experimental test of a dual-coding hypothesis.883 cited
  • Cited by

    • 2023A scoping review of video games and learning in secondary classrooms34 cited
    • 2023Digital Game-Based Technology for English Language Learning in Preschools and Primary Schools: A Systematic Analysis32 cited