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Games people (don’t) play: An analysis of pre-service EFL teachers’ behaviors and beliefs regarding digital game-based language learning
16 references·9 citing·43 second hop
Games people (don’t) play: An analysis of pre-service EFL teachers’ behaviors and beliefs regarding digital game-based language learning (2019)Games people (don’t) play: An analysis of…Digital Natives, Digital Immigrants (2012)Digital Natives, Digital Immi…A meta-analysis of e-learning technology acceptance: The role of user types and e-learning technology types (2011)A meta-analysis of e-learning…Beyond the ‘digital natives’ debate: Towards a more nuanced understanding of students' technology experiences (2010)Beyond the ‘digital natives’ …Are digital natives a myth or reality? University students’ use of digital technologies (2010)Are digital natives a myth or…Common European Framework of Reference for Languages: learning, teaching, assessment (2009)Common European Framework of …A meta-analysis of the technology acceptance model (2006)A meta-analysis of the techno…Teachers’ attitudes toward information and communication technologies: the case of Syrian EFL teachers (2005)Teachers’ attitudes toward in…Teacher pedagogical beliefs: The final frontier in our quest for technology integration? (2005)Teacher pedagogical beliefs: …Teacher cognition in language teaching: A review of research on what language teachers think, know, believe, and do (2003)Teacher cognition in language…Common method biases in behavioral research: A critical review of the literature and recommended remedies. (2003)Common method biases in behav…Tracing Teachers’ Use of Technology in a Laptop Computer School: The Interplay of Teacher Beliefs, Social Dynamics, and Institutional Culture (2002)Tracing Teachers’ Use of Tech…Digital Natives, Digital Immigrants Part 1 (2001)Digital Natives, Digital Immi…Determinants of Perceived Ease of Use: Integrating Control, Intrinsic Motivation, and Emotion into the Technology Acceptance Model (2000)Determinants of Perceived Eas…Handbook of educational psychology (1997)Handbook of educational psych…Teachers: Beliefs and knowledge. (1996)Teachers: Beliefs and knowled…Perceived Usefulness, Perceived Ease of Use, and User Acceptance of Information Technology (1989)Perceived Usefulness, Perceiv…Gamifying language education: the impact of digital game-based learning on Chinese EFL learners (2024)Gamifying language education:…Exploring Pre-Service Teachers’ Perspectives on the Integration of Digital Game-Based Learning for Sustainable STEM Education (2024)Exploring Pre-Service Teacher…Using Genially Games for Enhancing EFL Reading and Writing Skills in Online Education (2022)Using Genially Games for Enha…Preservice Teachers’ Knowledge and Attitudes toward Digital-Game-Based Language Learning (2022)Preservice Teachers’ Knowledg…Iranian EFL students’ perception of willingness to communicate in an extramural digital context (2022)Iranian EFL students’ percept…A mixed-methods study of the incidental acquisition of foreign language vocabulary and healthcare knowledge through serious game play (2022)A mixed-methods study of the …Playing a new game—An argument for a teacher‐focused field around games and play in language education (2021)Playing a new game—An argumen…Using Digital Games for Enhancing EFL Grammar and Vocabulary in Higher Education (2020)Using Digital Games for Enhan…German Teachers’ Digital Habitus and Their Pandemic Pedagogy (2020)German Teachers’ Digital Habi…Belief, Attitude, Intention and Behavior: An Introduction to Theory and Research (1975)Self-efficacy mechanism in human agency. 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References

  • 2003Common method biases in behavioral research: A critical review of the literature and recommended remedies.81,863 cited
  • 1989Perceived Usefulness, Perceived Ease of Use, and User Acceptance of Information Technology68,271 cited
  • 2001Digital Natives, Digital Immigrants Part 111,096 cited
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  • 2000Determinants of Perceived Ease of Use: Integrating Control, Intrinsic Motivation, and Emotion into the Technology Acceptance Model6,658 cited
  • 2009Common European Framework of Reference for Languages: learning, teaching, assessment6,101 cited
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  • 2003Teacher cognition in language teaching: A review of research on what language teachers think, know, believe, and do2,541 cited
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  • 1996Teachers: Beliefs and knowledge.1,217 cited
  • 2010Are digital natives a myth or reality? University students’ use of digital technologies1,061 cited
  • 2005Teachers’ attitudes toward information and communication technologies: the case of Syrian EFL teachers832 cited
  • 2010Beyond the ‘digital natives’ debate: Towards a more nuanced understanding of students' technology experiences

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673 cited
  • 2002Tracing Teachers’ Use of Technology in a Laptop Computer School: The Interplay of Teacher Beliefs, Social Dynamics, and Institutional Culture609 cited
  • 2011A meta-analysis of e-learning technology acceptance: The role of user types and e-learning technology types602 cited
  • Cited by

    • 2020German Teachers’ Digital Habitus and Their Pandemic Pedagogy91 cited
    • 2022A mixed-methods study of the incidental acquisition of foreign language vocabulary and healthcare knowledge through serious game play67 cited
    • 2022Iranian EFL students’ perception of willingness to communicate in an extramural digital context58 cited
    • 2020Using Digital Games for Enhancing EFL Grammar and Vocabulary in Higher Education56 cited
    • 2022Using Genially Games for Enhancing EFL Reading and Writing Skills in Online Education55 cited
    • 2022Preservice Teachers’ Knowledge and Attitudes toward Digital-Game-Based Language Learning52 cited
    • 2024Gamifying language education: the impact of digital game-based learning on Chinese EFL learners42 cited
    • 2024Exploring Pre-Service Teachers’ Perspectives on the Integration of Digital Game-Based Learning for Sustainable STEM Education38 cited
    • 2021Playing a new game—An argument for a teacher‐focused field around games and play in language education38 cited