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The Use of Games for Vocabulary Presentation and Revision.
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The Use of Games for Vocabulary Presentation and Revision. (1998)The Use of Games for Vocabulary Presentat…The Use of Language Game in Enhancing Students’ Speaking Skills (2020)The Use of Language Game in E…The Effect of Gamification Activities on Students' Academic Achievements in Social Studies Course, Attitudes towards the Course and Cooperative Learning Skills (2019)The Effect of Gamification Ac…The importance of using games in EFL classrooms (2016)The importance of using games…The Effects of Using Games on English Vocabulary Learning (2015)The Effects of Using Games on…Games in the Teaching of English (2015)Games in the Teaching of Engl…US-China Foreign Language (2014)US-China Foreign LanguageThe Effect of Using Language Games on Vocabulary Retention of Iranian Elementary EFL Learners (2014)The Effect of Using Language …Teaching English Grammar Through Games (2010)Teaching English Grammar Thro…Early foreign language learning: Implementation of a project in a game –based context (2010)Early foreign language learni…Combining technology and IRT testing to build student knowledge of high-frequency vocabulary (2008)Combining technology and IRT …Teaching and Learning Vocabulary (1991)Teaching and learning vocabulary (1994)Learning Vocabulary in Another Language (2001)An Empirical Study on the Effects of Using Kahoot as a Game-Based Learning Tool on EFL Learners’ Vocabulary Recall and Retention (2022)Investigating the Effect of Using Game-Based Learning on EFL Learners’ Motivation and Anxiety (2022)Principles of Language Learning and Teaching (1981)Bilingualism in Development (2001)Principles of Language Learning and Teaching (2025)Young learners’ language learning via computer games (2009)The effect of interactivity with a music video game on second language vocabulary recall (2010)A Game-based learning system for improving student's learning effectiveness in system analysis course (2012)Development of a Mobile Game Application to Boost Students’ Motivation in Learning English Vocabulary (2019)Preservice Teachers’ Knowledge and Attitudes toward Digital-Game-Based Language Learning (2022)The Effects of Gamification On Student Motivation And Achievement In Learning English As A Foreign Language In Higher Education (2023)How To Do Things With Words (1975)Women, Fire, and Dangerous Things (1987)Metaphors We Live By (2003)Toward a theory of automatic information processing in reading (1974)Teaching English as a second or foreign language (1991)Teaching English to Children: From Practice to Principle (1992)Games for Language Learning (2006)Discretionary Measures for Hospitality Educators in Improving the English Language Proficiency amongst Hotel Management Students (2019)Case Study Research: Design and Methods (1984)Qualitative research & evaluation methods (2002)What Video Games Have to Teach Us about Learning and Literacy (2004)Using Genially Games for Enhancing EFL Reading and Writing Skills in Online Education (2022)Foreign Language Learning Assessment in the Age of ChatGPT (2023)Collaborative learning: higher education, interdependence, and the authority of knowledge (1994)Digital Natives, Digital Immigrants Part 1 (2001)Assessing the effects of gamification in the classroom: A longitudinal study on intrinsic motivation, social comparison, satisfaction, effort, and academic performance (2014)Applying game-based learning in primary education: a systematic review of journal publications from 2010 to 2020 (2022)Gamification and Game-Based Learning as Cooperative Learning Tools: A Systematic Review (2023)Techniques and Principles in Language Teaching (1988)Teaching by Principles: An Interactive Approach to Language Pedagogy (2001)Integration of 21st Century Learning Skills (4C Elements) in Interventions to Improve English Writing Skill Among 3K Class Students (2019)Game-Based Learning Platform and its Effects on Present Tense Mastery: Evidence from an ESL Classroom (2020)Principles and Practice in Second Language Acquisition (1983)The Practice of English Language Teaching (1983)The Practice of English Language Teaching (2003)
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Cited by

  • 2015The Effects of Using Games on English Vocabulary Learning119 cited
  • 2016The importance of using games in EFL classrooms107 cited
  • 2019The Effect of Gamification Activities on Students' Academic Achievements in Social Studies Course, Attitudes towards the Course and Cooperative Learning Skills68 cited
  • 2015Games in the Teaching of English57 cited
  • 2010Teaching English Grammar Through Games52 cited
  • 2014The Effect of Using Language Games on Vocabulary Retention of Iranian Elementary EFL Learners51 cited
  • 2008Combining technology and IRT testing to build student knowledge of high-frequency vocabulary40 cited
  • 2010Early foreign language learning: Implementation of a project in a game –based context38 cited
  • 2020The Use of Language Game in Enhancing Students’ Speaking Skills33 cited
  • 2014US-China Foreign Language30 cited

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