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Learning a second language by playing a game
16 references·2 citing·45 second hop
Learning a second language by playing a game (2018)Learning a second language by playing a g…Computer Games in Education (2018)Computer Games in EducationOverview of Instructional Techniques to Facilitate Learning and Motivation of Serious Games (2016)Overview of Instructional Tec…Putting Education in “Educational” Apps (2015)Putting Education in “Educati…Computer Games for Learning (2014)Computer Games for LearningThe Gamification of Learning and Instruction (2012)The Gamification of Learning …Learning science through computer games and simulations (2012)Learning science through comp…Narrative games for learning: Testing the discovery and narrative hypotheses. (2011)Narrative games for learning:…Handbook of Research on Learning and Instruction (2011)Handbook of Research on Learn…Glued to Games (2011)Glued to GamesComputer Games and Instruction. (2011)Computer Games and Instructio…Cognitive Load Theory (2011)Cognitive Load TheoryUsing ubiquitous games in an English listening and speaking course: Impact on learning outcomes and motivation (2010)Using ubiquitous games in an …Effectiveness of MMORPG‐based instruction in elementary English education in Korea (2010)Effectiveness of MMORPG‐based…The effectiveness of computer assisted pronunciation training for foreign language learning by children (2008)The effectiveness of computer…Online vocabulary games as a tool for teaching and learning English vocabulary (2006)Online vocabulary games as a …Supporting visual and verbal learning preferences in a second-language multimedia learning environment. (1998)Supporting visual and verbal …Effects of gamification on EFL learning: a quasi-experimental study of reading proficiency and language enjoyment among Chinese undergraduates (2025)Effects of gamification on EF…The effects of gamified flipped classroom on student learning: evidence from a meta-analysis (2023)The effects of gamified flipp…The magical number seven, plus or minus two: Some limits on our capacity for processing information. (1956)Cognitive Load During Problem Solving: Effects on Learning (1988)The magical number seven, plus or minus two: Some limits on our capacity for processing information. 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(2021)Effects of digital game-based STEM education on students’ learning achievement: a meta-analysis (2022)Self-Efficacy: The Exercise of Control (1999)The "What" and "Why" of Goal Pursuits: Human Needs and the Self-Determination of Behavior (2000)The ICAP Framework: Linking Cognitive Engagement to Active Learning Outcomes (2014)Implications for educational practice of the science of learning and development (2019)A meta-analytic review of the role of instructional support in game-based learning (2012)The research and evaluation of serious games: Toward a comprehensive methodology (2013)Game-Based Learning in Science Education: A Review of Relevant Research (2013)Scaffolding game-based learning: Impact on learning achievements, perceived learning, and game experiences (2013)A multilevel analysis of the effects of external rewards on elementary students' motivation, engagement and learning in an educational game (2014)The Ideal Self at Play (2011)Gamification for climate change engagement: review of corpus and future agenda (2021)Motivations of playing digital games: A review and research agenda (2021)
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References

  • 2011Cognitive Load Theory4,841 cited
  • 2015Putting Education in “Educational” Apps1,057 cited
  • 2011Handbook of Research on Learning and Instruction930 cited
  • 2010Using ubiquitous games in an English listening and speaking course: Impact on learning outcomes and motivation550 cited
  • 1998Supporting visual and verbal learning preferences in a second-language multimedia learning environment.519 cited
  • 2011Computer Games and Instruction.491 cited
  • 2012The Gamification of Learning and Instruction441 cited
  • 2018Computer Games in Education412 cited
  • 2012Learning science through computer games and simulations401 cited
  • 2011Glued to Games362 cited
  • 2006Online vocabulary games as a tool for teaching and learning English vocabulary278 cited
  • 2014Computer Games for Learning241 cited
  • 2011Narrative games for learning: Testing the discovery and narrative hypotheses.207 cited
  • 2010Effectiveness of MMORPG‐based instruction in elementary English education in Korea190 cited
  • 2008The effectiveness of computer assisted pronunciation training for foreign language learning by children180 cited

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2016
Overview of Instructional Techniques to Facilitate Learning and Motivation of Serious Games
109 cited

Cited by

  • 2023The effects of gamified flipped classroom on student learning: evidence from a meta-analysis26 cited
  • 2025Effects of gamification on EFL learning: a quasi-experimental study of reading proficiency and language enjoyment among Chinese undergraduates26 cited