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Game-Based Technologies as a Tool for Developing Communicative Competence in Primary School Students within a Student-Centered Educational Context
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Game-Based Technologies as a Tool for Developing Communicative Competence in Primary School Students within a Student-Centered Educational Context (2025)Game-Based Technologies as a Tool for Dev…The Effect of AI Gamification on Students’ Engagement and Academic Achievement in Malaysia: SEM Analysis Perspectives (2025)The Effect of AI Gamification…Exploring Human Interaction in Online Self-Regulated Learning Through Danmaku Comments (2025)Exploring Human Interaction i…Effective Use of Digital Textbooks: A Hybrid Framework of Acceptance and Self-Determination in Higher Education Programming Courses (2025)Effective Use of Digital Text…A systematic literature review of games-based learning empirical evidence in primary education (2016)A systematic literature revie…An update to the systematic literature review of empirical evidence of the impacts and outcomes of computer games and serious games (2015)An update to the systematic l…An Introduction to Functional Grammar (2014)An Introduction to Functional…Acceptance of game-based learning by secondary school teachers (2013)Acceptance of game-based lear…A meta-analysis of the cognitive and motivational effects of serious games. (2013)A meta-analysis of the cognit…The symbolic dimensions of the intercultural (2010)The symbolic dimensions of th…Perceived Usefulness, Perceived Ease of Use, and User Acceptance of Information Technology (1989)User Acceptance of Information Technology: Toward A Unified View1 (2003)Toward a Model of Explaining Teachers’ Innovative Behavior (2014)Diffusion of Innovations 1 (2019)Revealing the theoretical basis of gamification: A systematic review and analysis of theory in research on gamification, serious games and game-based learning (2021)How To Do Things With Words (1975)Women, Fire, and Dangerous Things (1987)Language and Symbolic Power. (1992)Culture in foreign language teaching (2013)Making a difference: Language teaching for intercultural and international dialogue (2018)Language as Symbolic Power (2020)Social Learning Theory. (1978)Book Reviews: Statistical Methods for Meta-Analysis Larry V. Hedges and Ingram Olkin New York: Academic Press, 1985. xxii + 369 pp (1988)Digital Games, Design, and Learning (2015)Handbook of Self-Regulation of Learning and Performance (2017)The Gamification of Learning: a Meta-analysis (2019)Introduction to Meta‐Analysis (2021)Flow: the psychology of optimal experience (1990)A systematic literature review of empirical evidence on computer games and serious games (2012)Gamifying learning experiences: Practical implications and outcomes (2013)Does gamification improve student learning outcome? Evidence from a meta-analysis and synthesis of qualitative data in educational contexts (2020)Mapping research in student engagement and educational technology in higher education: a systematic evidence map (2020)Serious Games: Games That Educate, Train, and Inform (2005)Understanding the use of Virtual Reality in Marketing: A text mining-based review (2018)The impact of gamification on learning and instruction: A systematic review of empirical evidence (2020)Common method biases in behavioral research: A critical review of the literature and recommended remedies. (2003)A new criterion for assessing discriminant validity in variance-based structural equation modeling (2014)Harnessing AI capabilities and green entrepreneurial orientation for sustainable SME performance using SEM analysis approach (2025)Can't stop, won't stop: continuance ChatGPT usage—enhancing performance or creating dependency? (2026)Principles and Practice of Structural Equation Modeling (1998)Using thematic analysis in psychology (2006)Principles and Practice of Structural Equation Modeling (2012)Evaluating Structural Equation Models with Unobservable Variables and Measurement Error (1981)Regularity in Semantic Change (2001)The Language Demands of Science Reading in Middle School (2006)The Challenge of Academic Language (2010)
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References

  • 2014An Introduction to Functional Grammar9,765 cited
  • 2013A meta-analysis of the cognitive and motivational effects of serious games.2,192 cited
  • 2015An update to the systematic literature review of empirical evidence of the impacts and outcomes of computer games and serious games1,300 cited
  • 2016A systematic literature review of games-based learning empirical evidence in primary education537 cited
  • 2010The symbolic dimensions of the intercultural479 cited
  • 2013Acceptance of game-based learning by secondary school teachers300 cited
  • 2025The Effect of AI Gamification on Students’ Engagement and Academic Achievement in Malaysia: SEM Analysis Perspectives87 cited
  • 2025Exploring Human Interaction in Online Self-Regulated Learning Through Danmaku Comments45 cited
  • 2025Effective Use of Digital Textbooks: A Hybrid Framework of Acceptance and Self-Determination in Higher Education Programming Courses28 cited

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