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WordBricks: Mobile Technology and Visual Grammar Formalism for Gamification of Natural Language Grammar Acquisition
15 references·7 citing·47 second hop
WordBricks: Mobile Technology and Visual Grammar Formalism for Gamification of Natural Language Grammar Acquisition (2019)WordBricks: Mobile Technology and Visual …Technology in Language Use, Language Teaching, and Language Learning (2016)Technology in Language Use, L…Research into practice: Grammar learning and teaching (2015)Research into practice: Gramm…Attitudes towards the Irish Language on the Island of Ireland (2015)Attitudes towards the Irish L…Gamification: The Intersection between Behavior Analysis and Game Design Technologies (2014)Gamification: The Intersectio…Comprehension‐Based Versus Production‐Based Grammar Instruction: A Meta‐Analysis of Comparative Studies (2013)Comprehension‐Based Versus Pr…From game design elements to gamefulness (2011)From game design elements to …Scratch (2009)ScratchEvidence in support of written corrective feedback (2008)Evidence in support of writte…Teaching grammar to school-aged children with specific language impairment using Shape Coding (2007)Teaching grammar to school-ag…GameFlow (2005)GameFlowClassroom Learning, Teaching, and Research: A Task‐Based Perspective (2005)Classroom Learning, Teaching,…Examining technology acceptance by school teachers: a longitudinal study (2003)Examining technology acceptan…The Case Against Grammar Correction in L2 Writing Classes (1996)The Case Against Grammar Corr…Focus on Form (1991)Focus on FormExperiment and the Making of Meaning (1990)Experiment and the Making of …Use of gamification in English learning in Higher Education: A systematic review (2023)Use of gamification in Englis…The Effectiveness of Gamified Tools for Foreign Language Learning (FLL): A Systematic Review (2023)The Effectiveness of Gamified…Effects of a self-regulated-based gamified virtual reality system on students’ English learning performance and affection (2023)Effects of a self-regulated-b…Determinants of the perceived usefulness (PU) in the context of using gamification for classroom-based ESL teaching: A scale development study (2022)Determinants of the perceived…Design and Development of a Scaffolding-Based Mindtool for Gamified Learning Classrooms (2022)Design and Development of a S…Gamification in Teaching and Learning Languages: A Systematic Literature Review (2021)Gamification in Teaching and …Adapting Competitiveness and Gamification to a Digital Platform for Foreign Language Learning (2020)Adapting Competitiveness and …The Role of Consciousness in Second Language Learning1 (1990)Focus on form in classroom second language acquisition (1998)The effects of focused and unfocused written corrective feedback in an English as a foreign language context (2008)The value of written corrective feedback for migrant and international students (2008)SECOND LANGUAGE WRITING RESEARCH AND WRITTEN CORRECTIVE FEEDBACK IN SLA (2010)Principles and Practice in Second Language Acquisition (1983)Principles of Language Learning and Teaching (1988)CORRECTIVE FEEDBACK AND LEARNER UPTAKE (1997)Second Language Writing (2003)The efficacy of various kinds of error feedback for improvement in the accuracy and fluency of L2 student writing (2003)An Introduction to Second Language Acquisition Research (2014)Flow: the psychology of optimal experience (1990)Flow: The Psychology of Optimal Experience (1991)Gamification. using game-design elements in non-gaming contexts (2011)Does Gamification Work? -- A Literature Review of Empirical Studies on Gamification (2014)Gamification in theory and action: A survey (2014)How gamification motivates: An experimental study of the effects of specific game design elements on psychological need satisfaction (2016)Flow. 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this work references cited by second hop

References

  • 2011From game design elements to gamefulness8,391 cited
  • 2009Scratch3,328 cited
  • 2005GameFlow2,122 cited
  • 1991Focus on Form1,775 cited
  • 1996The Case Against Grammar Correction in L2 Writing Classes1,742 cited
  • 2008Evidence in support of written corrective feedback871 cited
  • 2003Examining technology acceptance by school teachers: a longitudinal study565 cited
  • 2016Technology in Language Use, Language Teaching, and Language Learning526 cited
  • 1990Experiment and the Making of Meaning478 cited
  • 2015Research into practice: Grammar learning and teaching262 cited
  • 2005Classroom Learning, Teaching, and Research: A Task‐Based Perspective179 cited
  • 2014Gamification: The Intersection between Behavior Analysis and Game Design Technologies158 cited
  • 2013Comprehension‐Based Versus Production‐Based Grammar Instruction: A Meta‐Analysis of Comparative Studies117 cited
  • 2007Teaching grammar to school-aged children with specific language impairment using Shape Coding114 cited
  • 2015Attitudes towards the Irish Language on the Island of Ireland59 cited

Cited by

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2023
The Effectiveness of Gamified Tools for Foreign Language Learning (FLL): A Systematic Review
61 cited
  • 2021Gamification in Teaching and Learning Languages: A Systematic Literature Review59 cited
  • 2020Adapting Competitiveness and Gamification to a Digital Platform for Foreign Language Learning57 cited
  • 2022Determinants of the perceived usefulness (PU) in the context of using gamification for classroom-based ESL teaching: A scale development study48 cited
  • 2023Use of gamification in English learning in Higher Education: A systematic review45 cited
  • 2023Effects of a self-regulated-based gamified virtual reality system on students’ English learning performance and affection41 cited
  • 2022Design and Development of a Scaffolding-Based Mindtool for Gamified Learning Classrooms33 cited