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Efficacy of Computer Games on Language Learning.
8 references·2 citing·49 second hop
Efficacy of Computer Games on Language Learning. (2017)Efficacy of Computer Games on Language Le…Game-Enhanced Second Language Vocabulary Acquisition Strategies: A Systematic Review (2015)Game-Enhanced Second Language…Play games or study? Computer games in eBooks to learn English vocabulary (2013)Play games or study? Computer…Computer Games and Language Learning (2013)Computer Games and Language L…Is working memory training effective? A meta-analytic review. (2012)Is working memory training ef…The effect of digital games on Iranian children's vocabulary retention in foreign language acquisition (2011)The effect of digital games o…The effect of interactivity with a music video game on second language vocabulary recall (2010)The effect of interactivity w…Young learners’ language learning via computer games (2009)Young learners’ language lear…Preferred reporting items for systematic reviews and meta-analyses: the PRISMA statement (2009)Preferred reporting items for…Digital Game-Based Technology for English Language Learning in Preschools and Primary Schools: A Systematic Analysis (2023)Digital Game-Based Technology…An artificial vocabulary learning assistant (2023)An artificial vocabulary lear…Philosophical Investigations (1954)A literature review on games and learning (2004)The Effects of Using Games on English Vocabulary Learning (2015)The effectiveness of digital game‐based vocabulary learning: A framework‐based view of meta‐analysis (2016)The Use of Serious Games in Preschool Education (2017)Digital Game-Based Learning (2020)Construct validity in psychological tests. (1955)Learning Vocabulary in Another Language (2001)What Video Games Have to Teach Us about Learning and Literacy (2004)The Effect of Computer Game-Based Learning on FL Vocabulary Transferability (2017)Facilitating EFL students’ English grammar learning performance and behaviors: A contextual gaming approach (2020)Video-game based instruction for vocabulary acquisition with English language learners: A Bayesian meta-analysis (2020)Ideas: General Introduction to Pure Phenomenology. 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(2016)Language Learning Strategies: What Every Teacher Should Know (1991)Learning Strategies in Second Language Acquisition (1992)Sociocultural Theory and Second Language Learning (2013)Using Online Computer Games in the ELT Classroom: A Case Study (2017)A Study of Vocabulary Learning Using Annotated 360° Pictures (2020)Exploring the Potential of Digital Game-Based Vocabulary Learning: A Systematic Review (2023)The magical number seven, plus or minus two: Some limits on our capacity for processing information. (1994)Multimedia Learning (2002)G*Power 3: A flexible statistical power analysis program for the social, behavioral, and biomedical sciences (2007)ReCALL special issue: Digital games for language learning: challenges and opportunities (2012)Affect and willingness to communicate in digital game-based learning (2014)Out-of-school digital gameplay and in-school L2 English vocabulary outcomes (2015)The Strengthening the Reporting of Observational Studies in Epidemiology (STROBE) Statement: Guidelines for Reporting Observational Studies (2007)The PRISMA Statement for Reporting Systematic Reviews and Meta-Analyses of Studies That Evaluate Health Care Interventions: Explanation and Elaboration (2009)The PRISMA statement for reporting systematic reviews and meta-analyses of studies that evaluate healthcare interventions: explanation and elaboration (2009)PRISMA Extension for Scoping Reviews (PRISMA-ScR): Checklist and Explanation (2018)The PRISMA 2020 statement: an updated guideline for reporting systematic reviews (2021)The qualitative content analysis process (2008)From game design elements to gamefulness (2011)Postdigital Videogames Literacies: Thinking With, Through, and Beyond James Gee’s Learning Principles (2024)Unveiling the Evolution of Educational Technologies: A Patent-Based Clustering and Life Cycle Analysis (2025)Digital game-based L2 learning outcomes for primary through high-school students: A systematic literature review (2019)Digital game-based vocabulary learning: where are we and where are we going? (2019)Exploring AI chatbot affordances in the EFL classroom: young learners’ experiences and perspectives (2022)Digital games and language teaching and learning (2018)The impact of a serious game on vocabulary and content learning (2019)A triangulation method on the effectiveness of digital game-based language learning for vocabulary acquisition (2023)
this work references cited by second hop

References

  • 2009Preferred reporting items for systematic reviews and meta-analyses: the PRISMA statement83,813 cited
  • 2012Is working memory training effective? A meta-analytic review.1,780 cited
  • 2010The effect of interactivity with a music video game on second language vocabulary recall266 cited
  • 2013Computer Games and Language Learning141 cited
  • 2009Young learners’ language learning via computer games131 cited
  • 2011The effect of digital games on Iranian children's vocabulary retention in foreign language acquisition122 cited
  • 2013Play games or study? Computer games in eBooks to learn English vocabulary111 cited
  • 2015Game-Enhanced Second Language Vocabulary Acquisition Strategies: A Systematic Review63 cited

Cited by

  • 2023Digital Game-Based Technology for English Language Learning in Preschools and Primary Schools: A Systematic Analysis32 cited
  • 2023An artificial vocabulary learning assistant29 cited

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