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Activate space rats! Fluency development in a mobile game-assisted environment
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Activate space rats! Fluency development in a mobile game-assisted environment (2018)Activate space rats! Fluency development …Out-of-school language learning through digital gaming: a case study from an activity theory perspective (2022)Out-of-school language learni…Investigating the Effect of Using Game-Based Learning on EFL Learners’ Motivation and Anxiety (2022)Investigating the Effect of U…Incorporating teacher intelligence into digital games: An expert system‐guided self‐regulated learning approach to promoting EFL students' performance in digital gaming contexts (2022)Incorporating teacher intelli…An Examination of the Factors and Challenges to Adopting Gamification in English Foreign Language Teaching (2022)An Examination of the Factors…Intercultural Communication and Language Pedagogy (2020)Intercultural Communication a…How To Do Things With Words (1975)Self-determination theory and the facilitation of intrinsic motivation, social development, and well-being. (2000)Culture's Consequences: Comparing Values, Behaviors, Institutions, and Organizations across Nations (2002)Protectors and preparers: novice Indonesian EFL teachers’ beliefs regarding teaching about culture (2021)Applying Positive Psychology to the L2 Classroom: Acknowledging and Fostering Emotions in L2 Writing (2022)Mind in Society: The Development of Higher Psychological Processes (1978)Expansive Learning at Work: Toward an activity theoretical reconceptualization (2001)Research Methods in Education (2007)Des digital wilds à la classe de langue – Perception des tâches ancrées dans la vie réelle par de (futurs) enseignants de langues (2024)Motivation in Education: Theory, Research, and Applications (1995)Teaching and Researching Motivation (2011)Assessing the effects of gamification in the classroom: A longitudinal study on intrinsic motivation, social comparison, satisfaction, effort, and academic performance (2014)The Study on Designed Gamified Mobile Learning Model to Assess Students’ Learning Outcome of Accounting Education (2022)Self-efficacy: Toward a unifying theory of behavioral change. (1977)What is coefficient alpha? An examination of theory and applications. (1993)Becoming a Self-Regulated Learner: An Overview (2002)Effects of a self-regulated-based gamified virtual reality system on students’ English learning performance and affection (2023)Self-regulated digital game-based vocabulary learning: motivation, application of self-regulated learning strategies, EFL vocabulary knowledge development, and their interplay (2024)How artificially intelligent conversational agents influence EFL learners'self-regulated learning and retention (2025)Qualitative Data Analysis: An Expanded Sourcebook (1994)Research Design: Qualitative, Quantitative, and Mixed Methods Approaches (1994)Research Design: Qualitative, Quantitative, and Mixed Methods Approaches (2018)
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  • 2022Incorporating teacher intelligence into digital games: An expert system‐guided self‐regulated learning approach to promoting EFL students' performance in digital gaming contexts51 cited
  • 2022Investigating the Effect of Using Game-Based Learning on EFL Learners’ Motivation and Anxiety46 cited
  • 2022Out-of-school language learning through digital gaming: a case study from an activity theory perspective32 cited
  • 2022An Examination of the Factors and Challenges to Adopting Gamification in English Foreign Language Teaching32 cited
  • 2020Intercultural Communication and Language Pedagogy11 cited

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