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Computer Games and Language Learning
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Computer Games and Language Learning (2013)Computer Games and Language LearningUse of gamification in English learning in Higher Education: A systematic review (2023)Use of gamification in Englis…A triangulation method on the effectiveness of digital game-based language learning for vocabulary acquisition (2023)A triangulation method on the…Digital simulation games in CALL: a research review (2021)Digital simulation games in C…A Review of Research on the Application of Digital Games in Foreign Language Education (2020)A Review of Research on the A…The impact of a serious game on vocabulary and content learning (2019)The impact of a serious game …Teaching language and literacy with games: What? How? Why? (2019)Teaching language and literac…Digital games and language teaching and learning (2018)Digital games and language te…Computer-assisted learning of communication (CALC): A case study of Japanese learning in a 3D virtual world (2018)Computer-assisted learning of…An Approach to Digital Game-based Learning: Video-games Principles and Applications in Foreign Language Learning (2018)An Approach to Digital Game-b…Readers, Players, and Watchers: EFL Students’ Vocabulary Acquisition through Digital Video Games (2017)Readers, Players, and Watcher…Efficacy of Computer Games on Language Learning. (2017)Efficacy of Computer Games on…Digital Gaming in L2 Teaching and Learning (2017)Digital Gaming in L2 Teaching…The use of massively multiplayer online role-playing games in CALL: an analysis of research (2016)The use of massively multipla…Recurrent languaging activities in World of Warcraft: Skilled linguistic action meets the Common European Framework of Reference (2016)Recurrent languaging activiti…Game-Enhanced Second Language Vocabulary Acquisition Strategies: A Systematic Review (2015)Game-Enhanced Second Language…SPECIAL ISSUE COMMENTARY DIGITAL GAME AND PLAY ACTIVITY IN L2 TEACHING AND LEARNING (2014)SPECIAL ISSUE COMMENTARY DIGI…Language Learning Strategies: What Every Teacher Should Know (1991)Learning Strategies in Second Language Acquisition (1992)Sociocultural Theory and Second Language Learning (2013)A Study of Vocabulary Learning Using Annotated 360° Pictures (2020)Exploring the Potential of Digital Game-Based Vocabulary Learning: A Systematic Review (2023)Mind in Society: The Development of Higher Psychological Processes (1978)The Role of the Linguistic Environment in Second Language Acquisition (1996)The Gamification of Learning and Instruction: Game-based Methods and Strategies for Training and Education (2012)An investigation of game behavior in the context of digital game-based learning: An individual difference perspective (2020)A game-based learning system based on octalysis gamification framework to promote employees’ Japanese learning (2023)Augmented‐reality‐enhanced game‐based learning in flipped English classrooms: Effects on students' creative thinking and vocabulary acquisition (2023)The tree of knowledge (1987)The Ecology and Semiotics of Language Learning (2004)Rethinking Language, Mind and World Dialogically : Interactional and contextual theories of human sense-making (2009)A Systematic Review of Digital Games in Second Language Learning Studies (2020)Playing a new game—An argument for a teacher‐focused field around games and play in language education (2021)Digital Game-Based Technology for English Language Learning in Preschools and Primary Schools: A Systematic Analysis (2023)What Video Games Have to Teach Us About Learning and Literacy (2007)Reality is broken: why games make us better and how they can change the world (2012)Handbook of Research on New Literacies (2014)Gamers, Surfers, Social Media Users: Unpacking the role of interest in English (2019)A mixed-methods study of the incidental acquisition of foreign language vocabulary and healthcare knowledge through serious game play (2022)Call in the year 2000: Still in search of research paradigms? (1997)The Relationship Between Second Language Acquisition Theory and Computer‐Assisted Language Learning (2009)An Analysis of Game Design Elements Used in Digital Game-Based Language Learning (2021)Educational Psychology: A Cognitive View (1968)Digital Natives, Digital Immigrants Part 1 (2001)From game design elements to gamefulness (2011)Developing English language learners’ oral production with a digital game-based mobile application (2021)Preservice Teachers’ Knowledge and Attitudes toward Digital-Game-Based Language Learning (2022)What video games have to teach us about learning and literacy (2003)What Video Games Have to Teach Us about Learning and Literacy (2004)The Psychology of the Language Learner: Individual Differences in Second Language Acquisition (2005)The Effect of Multiplayer Video Games on Incidental and Intentional L2 Vocabulary Learning: The Case of Among Us (2021)Iranian EFL students’ perception of willingness to communicate in an extramural digital context (2022)Preferred reporting items for systematic reviews and meta-analyses: the PRISMA statement (2009)The effect of interactivity with a music video game on second language vocabulary recall (2010)Is working memory training effective? A meta-analytic review. (2012)Qualitative Data Analysis: An Expanded Sourcebook (1994)Metaphors We Live By (2003)Gamifying language education: the impact of digital game-based learning on Chinese EFL learners (2024)Using digital gamification to improve language achievement, foreign language enjoyment, and ideal L2 self: A case of English as a foreign language learners (2024)Gamification. using game-design elements in non-gaming contexts (2011)Assessing the effects of gamification in the classroom: A longitudinal study on intrinsic motivation, social comparison, satisfaction, effort, and academic performance (2014)Enhancing EFL/ESL instruction through gamification: a comprehensive review of empirical evidence (2024)
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  • 2019The impact of a serious game on vocabulary and content learning109 cited
  • 2018Digital games and language teaching and learning82 cited
  • 2023A triangulation method on the effectiveness of digital game-based language learning for vocabulary acquisition82 cited
  • 2018An Approach to Digital Game-based Learning: Video-games Principles and Applications in Foreign Language Learning78 cited
  • 2016The use of massively multiplayer online role-playing games in CALL: an analysis of research74 cited
  • 2018Computer-assisted learning of communication (CALC): A case study of Japanese learning in a 3D virtual world66 cited
  • 2015Game-Enhanced Second Language Vocabulary Acquisition Strategies: A Systematic Review63 cited
  • 2017Efficacy of Computer Games on Language Learning.57 cited
  • 2016Recurrent languaging activities in World of Warcraft: Skilled linguistic action meets the Common European Framework of Reference50 cited
  • 2023Use of gamification in English learning in Higher Education: A systematic review45 cited
  • 2017Readers, Players, and Watchers: EFL Students’ Vocabulary Acquisition through Digital Video Games45 cited
  • 2020A Review of Research on the Application of Digital Games in Foreign Language Education44 cited
  • 2017Digital Gaming in L2 Teaching and Learning44 cited

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  • 2019Teaching language and literacy with games: What? How? Why?43 cited
  • 2021Digital simulation games in CALL: a research review37 cited
  • 2014SPECIAL ISSUE COMMENTARY DIGITAL GAME AND PLAY ACTIVITY IN L2 TEACHING AND LEARNING33 cited