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A Systematic Review of Digital Games in Second Language Learning Studies
16 references·3 citing·51 second hopsampled
A Systematic Review of Digital Games in Second Language Learning Studies (2020)A Systematic Review of Digital Games in S…Interaction of problem-based gaming and learning anxiety in language students' English listening performance and progressive behavioral patterns (2016)Interaction of problem-based …Digital Games, Design, and Learning (2015)Digital Games, Design, and Le…Can I Say Something? The Effects of Digital Gameplay on Willingness to Communicate (2014)Can I Say Something? The Effe…The semiotic ecology and linguistic complexity of an online game world (2012)The semiotic ecology and ling…ReCALL special issue: Digital games for language learning: challenges and opportunities (2012)ReCALL special issue: Digital…Our Princess Is in Another Castle (2012)Our Princess Is in Another Ca…Learner interaction in a massively multiplayer online role playing game (MMORPG): A sociocultural discourse analysis (2012)Learner interaction in a mass…Affordances for second language learning in World of Warcraft (2012)Affordances for second langua…Leveraging Mobile Games for Place-Based Language Learning (2011)Leveraging Mobile Games for P…Learning Science Through Computer Games and Simulations (2011)Learning Science Through Comp…Serious Games in language learning and teaching – a theoretical perspective (2007)Serious Games in language lea…The Effectiveness of Instructional Games: A Literature Review and Discussion (2005)The Effectiveness of Instruct…What Video Games Have to Teach Us about Learning and Literacy (2004)What Video Games Have to Teac…The Ecology and Semiotics of Language Learning (2004)The Ecology and Semiotics of …What video games have to teach us about learning and literacy (2003)What video games have to teac…The Ecological Approach to the Visual Perception of Pictures (1978)The Ecological Approach to th…Out-of-school language learning through digital gaming: a case study from an activity theory perspective (2022)Out-of-school language learni…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…Digital simulation games in CALL: a research review (2021)Digital simulation games in C…Situated Cognition and the Culture of Learning (1989)Situated Learning: Legitimate Peripheral Participation. 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References

  • 2004What Video Games Have to Teach Us about Learning and Literacy6,673 cited
  • 2003What video games have to teach us about learning and literacy5,713 cited
  • 2004The Ecology and Semiotics of Language Learning1,355 cited
  • 2015Digital Games, Design, and Learning1,268 cited
  • 2012Our Princess Is in Another Castle737 cited
  • 2005The Effectiveness of Instructional Games: A Literature Review and Discussion581 cited
  • 1978The Ecological Approach to the Visual Perception of Pictures456 cited
  • 2012ReCALL special issue: Digital games for language learning: challenges and opportunities259 cited
  • 2014Can I Say Something? The Effects of Digital Gameplay on Willingness to Communicate253 cited
  • 2011Leveraging Mobile Games for Place-Based Language Learning237 cited
  • 2012Affordances for second language learning in World of Warcraft227 cited
  • 2016Interaction of problem-based gaming and learning anxiety in language students' English listening performance and progressive behavioral patterns202 cited
  • 2012The semiotic ecology and linguistic complexity of an online game world181 cited
  • 2012Learner interaction in a massively multiplayer online role playing game (MMORPG): A sociocultural discourse analysis172 cited
  • 2011

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Learning Science Through Computer Games and Simulations
163 cited
  • 2007Serious Games in language learning and teaching – a theoretical perspective149 cited
  • Cited by

    • 2021Playing a new game—An argument for a teacher‐focused field around games and play in language education38 cited
    • 2021Digital simulation games in CALL: a research review37 cited
    • 2022Out-of-school language learning through digital gaming: a case study from an activity theory perspective32 cited