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Motivational elements of digital instructional games: A study of young L2 learners’ game designs
16 references·8 citing·35 second hop
Motivational elements of digital instructional games: A study of young L2 learners’ game designs (2016)Motivational elements of digital instruct…Digital Game-Based Learning (2020)Digital Game-Based LearningExploring Language Pedagogy through Second Language Acquisition Research (2013)Exploring Language Pedagogy t…Relationships Between Game Attributes and Learning Outcomes (2008)Relationships Between Game At…EGameFlow: A scale to measure learners’ enjoyment of e-learning games (2008)EGameFlow: A scale to measure…What Video Games Have to Teach Us About Learning and Literacy (2007)What Video Games Have to Teac…The Effectiveness of Instructional Games: A Literature Review and Discussion (2005)The Effectiveness of Instruct…Rules of Play: Game Design Fundamentals (2003)Rules of Play: Game Design Fu…Digital game-based learning (2003)Digital game-based learningGames, Motivation, and Learning: A Research and Practice Model (2002)Games, Motivation, and Learni…New themes and approaches in second language motivation research (2001)New themes and approaches in …Motivation and Second Language Acquisition (2001)Motivation and Second Languag…The role of individual and social variables in oral task performance (2000)The role of individual and so…Language play, language learning (1997)Language play, language learn…Challenge and Change in Language Teaching (1996)Challenge and Change in Langu…Flow: The Psychology of Optimal Experience (1991)Flow: The Psychology of Optim…Flow: the psychology of optimal experience (1990)Flow: the psychology of optim…Task engagement in second language acquisition: a questionnaire development and validation study (2024)Task engagement in second lan…Digital game-based language learning for vocabulary development (2024)Digital game-based language l…Developmental trajectories of second language learner classroom engagement: Do students’ task value beliefs and teacher emotional support matter? (2024)Developmental trajectories of…Effects of task type and language proficiency on dialogic performance and task engagement (2022)Effects of task type and lang…Metacognitive instruction with young learners: A case of willingness to communicate, L2 use, and metacognition of oral communication (2021)Metacognitive instruction wit…Global language policies (2020)Global language policiesLanguage Games in Teaching and Learning English Grammar: A Literature Review (2019)Language Games in Teaching an…Agency and technology-mediated task repetition with young learners (2019)Agency and technology-mediate…Scale Development : Theory and Applications (1991)The role of psychology in understanding the impact of computer games (2011)Assessment in and of Serious Games: An Overview (2013)Gameful Experience in Gamification: Construction and Validation of a Gameful Experience Scale [GAMEX] (2018)Social psychology and second language learning : the role of attitudes and motivation (1985)Second Language Acquisition and Second Language Learning (1989)Motivation and Motivating in the Foreign Language Classroom (1994)The Internal Structure of Language Learning Motivation and Its Relationship with Language Choice and Learning Effort (2005)Willingness to Communicate in the Second Language: Understanding the Decision to Speak as a Volitional Process (2007)Willingness to Communicate in English: A Model in the Chinese EFL Classroom Context (2010)Self-efficacy: Toward a unifying theory of behavioral change. (1977)Intrinsic Motivation and Self-Determination in Human Behavior (1985)Social Foundations of Thought and Action : A Social Cognitive Theory (1985)A systematic literature review of empirical evidence on computer games and serious games (2012)A meta-analysis of the cognitive and motivational effects of serious games. (2013)How gamification motivates: An experimental study of the effects of specific game design elements on psychological need satisfaction (2016)The game, the player, the world: looking for a heart of gameness (2003)Fundamental Components of the Gameplay Experience: Analysing Immersion (2005)Serious games and the gamification of tourism (2016)Context, Community, and Authentic Language (1998)Second language learning as a mediated process (2000)Legislation by Hypothesis: The Case of Task-Based Instruction (2005)Subjective well-being: Three decades of progress. (1999)The role of positive emotions in positive psychology: The broaden-and-build theory of positive emotions. (2001)The benefits of being present: Mindfulness and its role in psychological well-being. (2003)The Theory and Practice of Online Learning (2008)Handbook of Self-Regulation of Learning and Performance (2017)Digital Natives, Digital Immigrants Part 1 (2001)Foundations of Game-Based Learning (2015)GameFlow (2005)Event tourism: Definition, evolution, and research (2007)Measuring and defining the experience of immersion in games (2008)Parental Mediation Theory for the Digital Age (2011)Scaffolding game-based learning: Impact on learning achievements, perceived learning, and game experiences (2013)The New Literacies of Online Research and Comprehension: Rethinking the Reading Achievement Gap (2014)
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References

  • 1990Flow: the psychology of optimal experience12,637 cited
  • 1991Flow: The Psychology of Optimal Experience9,395 cited
  • 2003Rules of Play: Game Design Fundamentals5,481 cited
  • 2002Games, Motivation, and Learning: A Research and Practice Model3,211 cited
  • 2003Digital game-based learning3,104 cited
  • 2020Digital Game-Based Learning2,893 cited
  • 1997Language play, language learning809 cited
  • 2008EGameFlow: A scale to measure learners’ enjoyment of e-learning games767 cited
  • 2007What Video Games Have to Teach Us About Learning and Literacy735 cited
  • 2001Motivation and Second Language Acquisition723 cited
  • 2013Exploring Language Pedagogy through Second Language Acquisition Research614 cited
  • 2005The Effectiveness of Instructional Games: A Literature Review and Discussion581 cited
  • 1996Challenge and Change in Language Teaching564 cited
  • 2000The role of individual and social variables in oral task performance561 cited
  • 2008Relationships Between Game Attributes and Learning Outcomes525 cited
  • 2001New themes and approaches in second language motivation research

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504 cited

Cited by

  • 2024Digital game-based language learning for vocabulary development64 cited
  • 2021Metacognitive instruction with young learners: A case of willingness to communicate, L2 use, and metacognition of oral communication58 cited
  • 2019Language Games in Teaching and Learning English Grammar: A Literature Review53 cited
  • 2019Agency and technology-mediated task repetition with young learners41 cited
  • 2024Task engagement in second language acquisition: a questionnaire development and validation study41 cited
  • 2024Developmental trajectories of second language learner classroom engagement: Do students’ task value beliefs and teacher emotional support matter?36 cited
  • 2022Effects of task type and language proficiency on dialogic performance and task engagement34 cited
  • 2020Global language policies15 cited