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Digital Game-Based Technology for English Language Learning in Preschools and Primary Schools: A Systematic Analysis
16 references·0 citing·48 second hop
Digital Game-Based Technology for English Language Learning in Preschools and Primary Schools: A Systematic Analysis (2023)Digital Game-Based Technology for English…The effect of using Kahoot! for learning – A literature review (2020)The effect of using Kahoot! f…Gamifying education: what is known, what is believed and what remains uncertain: a critical review (2017)Gamifying education: what is …Evaluating deep learning architectures for Speech Emotion Recognition (2017)Evaluating deep learning arch…Is it all a game? Understanding the principles of gamification (2015)Is it all a game? Understandi…Foundations of Game-Based Learning (2015)Foundations of Game-Based Lea…Does Gamification Work? -- A Literature Review of Empirical Studies on Gamification (2014)Does Gamification Work? -- A …The Construction Of Reality In The Child (2013)The Construction Of Reality I…Game-Based Learning in Science Education: A Review of Relevant Research (2013)Game-Based Learning in Scienc…Gaming as extramural English L2 learning and L2 proficiency among young learners (2012)Gaming as extramural English …A systematic literature review of empirical evidence on computer games and serious games (2012)A systematic literature revie…From game design elements to gamefulness (2011)From game design elements to …Classifying Serious Games (2011)Classifying Serious GamesUsing ubiquitous games in an English listening and speaking course: Impact on learning outcomes and motivation (2010)Using ubiquitous games in an …The PRISMA statement for reporting systematic reviews and meta-analyses of studies that evaluate healthcare interventions: explanation and elaboration (2009)The PRISMA statement for repo…The qualitative content analysis process (2008)The qualitative content analy…The Collected Works of L. S. Vygotsky (1999)The Collected Works of L. S. …The theory of planned behavior (1991)Self-determination theory and the facilitation of intrinsic motivation, social development, and well-being. (2000)Assessing the effects of gamification in the classroom: A longitudinal study on intrinsic motivation, social comparison, satisfaction, effort, and academic performance (2014)How gamification motivates: An experimental study of the effects of specific game design elements on psychological need satisfaction (2016)The Rise of Motivational Information Systems: A Review of Gamification Research (2017)The Elements Of Psychology (1905)Welcome to the experience economy. 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References

  • 2008The qualitative content analysis process22,573 cited
  • 2009The PRISMA statement for reporting systematic reviews and meta-analyses of studies that evaluate healthcare interventions: explanation and elaboration17,627 cited
  • 2011From game design elements to gamefulness8,391 cited
  • 2014Does Gamification Work? -- A Literature Review of Empirical Studies on Gamification5,197 cited
  • 2013The Construction Of Reality In The Child4,568 cited
  • 2012A systematic literature review of empirical evidence on computer games and serious games2,890 cited
  • 2015Foundations of Game-Based Learning1,754 cited
  • 2017Gamifying education: what is known, what is believed and what remains uncertain: a critical review1,450 cited
  • 2020The effect of using Kahoot! for learning – A literature review900 cited
  • 2015Is it all a game? Understanding the principles of gamification837 cited
  • 2017Evaluating deep learning architectures for Speech Emotion Recognition553 cited
  • 2010Using ubiquitous games in an English listening and speaking course: Impact on learning outcomes and motivation550 cited
  • 2012Gaming as extramural English L2 learning and L2 proficiency among young learners468 cited
  • 2013Game-Based Learning in Science Education: A Review of Relevant Research392 cited

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  • 1999The Collected Works of L. S. Vygotsky346 cited
  • 2011Classifying Serious Games334 cited
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