SZodixStudyAcademic Library
ShelvesOpen access
Study · an open academic library·Metadata from OpenAlex (CC0)·Shelves·OpenAlex metadata, de-duplicated
A Comparative Review of Mobile and Non-Mobile Games for Language Learning
16 references·0 citing·55 second hop
A Comparative Review of Mobile and Non-Mobile Games for Language Learning (2021)A Comparative Review of Mobile and Non-Mo…Effectiveness of virtual reality game in foreign language vocabulary acquisition (2020)Effectiveness of virtual real…Balancing cognitive complexity and gaming level: Effects of a cognitive complexity-based competition game on EFL students' English vocabulary learning performance, anxiety and behaviors (2020)Balancing cognitive complexit…Digital game-based L2 learning outcomes for primary through high-school students: A systematic literature review (2019)Digital game-based L2 learnin…Collaboration and fuzzy-modeled personalization for mobile game-based learning in higher education (2019)Collaboration and fuzzy-model…A scoping review of research on digital game-based language learning (2018)A scoping review of research …The effects of a mobile gamification app on elementary students’ Spanish achievement and self-efficacy (2017)The effects of a mobile gamif…The crossroads of English language learners, task-based instruction, and 3D multi-user virtual learning in Second Life (2016)The crossroads of English lan…Measuring problem solving skills via stealth assessment in an engaging video game (2016)Measuring problem solving ski…Interaction of problem-based gaming and learning anxiety in language students' English listening performance and progressive behavioral patterns (2016)Interaction of problem-based …Game-based Learning and 21st century skills: A review of recent research (2016)Game-based Learning and 21st …Game-Based Learning in Science Education: A Review of Relevant Research (2013)Game-Based Learning in Scienc…Interactive learning environments? (2012)Interactive learning environm…Game-like language learning in 3-D virtual environments (2012)Game-like language learning i…Using 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…Learning English with The Sims: exploiting authentic computer simulation games for L2 learning (2008)Learning English with The Sim…Situated Cognition and the Culture of Learning (1989)Cognition and Second Language Instruction (2001)Games, Motivation, and Learning: A Research and Practice Model (2002)Affect and willingness to communicate in digital game-based learning (2014)Out-of-school digital gameplay and in-school L2 English vocabulary outcomes (2015)Understanding vocabulary acquisition, instruction, and assessment: A research agenda (2019)Rethinking University Teaching 2nd Edition (2002)ASYNCHRONOUS DISCUSSION GROUPS IN TEACHER TRAINING CLASSES: PERCEPTIONS OF NATIVE AND NON-NATIVE STUDENTS (2003)A generic model for guiding the integration of ICT into teaching and learning (2008)Enterprise and entrepreneurship education: Guidance for UK higher education providers (2012)Influence of COVID-19 confinement in students’ performance in higher education (2020)Designing qualitative research (1989)Language Learning Strategies: What Every Teacher Should Know (1991)The role of deliberate practice in the acquisition of expert performance. (1993)A collaborative game-based learning approach to improving students' learning performance in science courses (2012)Gameplay Engagement and Learning in Game-Based Learning (2015)Computer Games in Education (2018)Attitudes towards science: A review of the literature and its implications (2003)School Engagement: Potential of the Concept, State of the Evidence (2004)What Video Games Have to Teach Us about Learning and Literacy (2004)Enhancing Attentional Control: Lessons from Action Video Games (2019)Effects of digital game-based STEM education on students’ learning achievement: a meta-analysis (2022)A Coefficient of Agreement for Nominal Scales (1960)Flow: the psychology of optimal experience (1990)Interrater reliability: the kappa statistic (2012)Designing Engaging Games for Education: A Systematic Literature Review on Game Motivators and Design Principles (2020)The impact of gamification on learning and instruction: A systematic review of empirical evidence (2020)Revealing the theoretical basis of gamification: A systematic review and analysis of theory in research on gamification, serious games and game-based learning (2021)Handbook of educational psychology (1997)Instructional design models for well-structured and III-structured problem-solving learning outcomes (1997)Toward a design theory of problem solving (2000)A scoping review of digital game-based technology on English language learning (2019)An approach to evaluating the user experience of serious games (2019)Artificial intelligence moving serious gaming: Presenting reusable game AI components (2019)Self-efficacy: Toward a unifying theory of behavioral change. (1977)Self-efficacy: Toward a unifying theory of behavioral change. (1977)Mind in Society: The Development of Higher Psychological Processes (1978)Adaptive Gamification in Science Education: An Analysis of the Impact of Implementation and Adapted Game Elements on Students’ Motivation (2023)Examining the effectiveness of gamification as a tool promoting teaching and learning in educational settings: a meta-analysis (2023)Gamification in Education: Why, Where, When, and How?—A Systematic Review (2023)A systematic literature review of empirical evidence on computer games and serious games (2012)An update to the systematic literature review of empirical evidence of the impacts and outcomes of computer games and serious games (2015)A review of AWE feedback: types, learning outcomes, and implications (2022)Challenging games help students learn: An empirical study on engagement, flow and immersion in game-based learning (2015)A meta-analysis with examination of moderators of student cognition, affect, and learning outcomes while using serious educational games, serious games, and simulations (2017)Need-supporting gamification in education: An assessment of motivational effects over time (2018)The Impact of Environmental Factors on Academic Performance of University Students Taking Online Classes during the COVID-19 Pandemic in Mexico (2020)Teachers’ experiences of using game-based learning methods in project management higher education (2022)The use of a personalized learning approach to implementing self-regulated online learning (2022)Scale Development : Theory and Applications (1991)Scale Development: Theory and Applications. (1992)Handbook of Research on Educational Communications and Technology (2013)A comparative study on the effects of a VR and PC visual novel game on vocabulary learning (2021)A meta-analytic review on incorporating virtual and augmented reality in museum learning (2022)The impact of high-immersion virtual reality on foreign language anxiety (2023)
this work references cited by second hop

References

  • 2016Game-based Learning and 21st century skills: A review of recent research1,119 cited
  • 2010Using ubiquitous games in an English listening and speaking course: Impact on learning outcomes and motivation550 cited
  • 2012Interactive learning environments?399 cited
  • 2013Game-Based Learning in Science Education: A Review of Relevant Research392 cited
  • 2018A scoping review of research on digital game-based language learning319 cited
  • 2019Collaboration and fuzzy-modeled personalization for mobile game-based learning in higher education275 cited
  • 2016Measuring problem solving skills via stealth assessment in an engaging video game272 cited
  • 2008Learning English with The Sims: exploiting authentic computer simulation games for L2 learning269 cited
  • 2020Effectiveness of virtual reality game in foreign language vocabulary acquisition258 cited
  • 2017The effects of a mobile gamification app on elementary students’ Spanish achievement and self-efficacy254 cited
  • 2019Digital game-based L2 learning outcomes for primary through high-school students: A systematic literature review250 cited
  • 2012Game-like language learning in 3-D virtual environments208 cited
  • 2016Interaction of problem-based gaming and learning anxiety in language students' English listening performance and progressive behavioral patterns202 cited
  • 2016

Only edges whose both ends are imported exist here. Widen the year window, or show the whole map. Back to the work

The crossroads of English language learners, task-based instruction, and 3D multi-user virtual learning in Second Life
197 cited
  • 2010Effectiveness of MMORPG‐based instruction in elementary English education in Korea190 cited
  • 2020Balancing cognitive complexity and gaming level: Effects of a cognitive complexity-based competition game on EFL students' English vocabulary learning performance, anxiety and behaviors189 cited
  • Cited by

    No citing works inside the corpus for this window.