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Vocabulary learning in massively multiplayer online games: context and action before words
16 references·7 citing·36 second hop
Vocabulary learning in massively multiplayer online games: context and action before words (2015)Vocabulary learning in massively multipla…Where The Action Is (2017)Where The Action IsGaming as extramural English L2 learning and L2 proficiency among young learners (2012)Gaming as extramural English …The Ecology of Games: Connecting Youth, Games and Learning (2009)The Ecology of Games: Connect…Rethinking Language, Mind and World Dialogically : Interactional and contextual theories of human sense-making (2009)Rethinking Language, Mind and…The ecology of games : connecting youth, games, and learning (2008)The ecology of games : connec…Multimodal Transcription and Text Analysis: A Multimedia Toolkit and Coursebook (2007)Multimodal Transcription and …A new literacies sampler (2007)A new literacies samplerWhat Video Games Have to Teach Us about Learning and Literacy (2004)What Video Games Have to Teac…The Ecology and Semiotics of Language Learning: A Sociocultural Perspective (2004)The Ecology and Semiotics of …The Ecology and Semiotics of Language Learning (2004)The Ecology and Semiotics of …What video games have to teach us about learning and literacy (2003)What video games have to teac…Learning Vocabulary in Another Language (2001)Learning Vocabulary in Anothe…Incidental vocabulary acquisition in a second language: the construct of task-induced involvement (2001)Incidental vocabulary acquisi…The Development of Passive and Active Vocabulary in a Second Language: Same or Different? (1998)The Development of Passive an…Interactional biases in human thinking (1995)Interactional biases in human…Writings of Charles S. Peirce : a chronological edition (1982)Writings of Charles S. Peirce…Second Language Learning Through an Emergent Narrative in a Narrative-Rich Customizable Metaverse Platform (2023)Second Language Learning Thro…Using Genially Games for Enhancing EFL Reading and Writing Skills in Online Education (2022)Using Genially Games for Enha…Factors affecting incidental L2 vocabulary acquisition and retention in a game-enhanced learning environment (2022)Factors affecting incidental …A mixed-methods study of the incidental acquisition of foreign language vocabulary and healthcare knowledge through serious game play (2022)A mixed-methods study of the …An investigation of game behavior in the context of digital game-based learning: An individual difference perspective (2020)An investigation of game beha…A Systematic Review of Digital Games in Second Language Learning Studies (2020)A Systematic Review of Digita…A Review of Research on the Application of Digital Games in Foreign Language Education (2020)A Review of Research on the A…Problems in Output and the Cognitive Processes They Generate: A Step Towards Second Language Learning (1995)Three functions of output in second language learning (1995)Vocabulary Size and Use: Lexical Richness in L2 Written Production (1995)Testing Vocabulary Knowledge: Size, Strength, and Computer Adaptiveness (2004)RECEPTIVE AND PRODUCTIVE VOCABULARY LEARNING: The Effects of Reading and Writing on Word Knowledge (2005)Verb‐Noun Collocations in Second Language Writing: A Corpus Analysis of Learners’ English (2011)Situated Cognition and the Culture of Learning (1989)Situated Learning: Legitimate Peripheral Participation. (1994)A pedagogy of Multiliteracies Designing Social Futures (1996)The Motivational Pull of Video Games: A Self-Determination Theory Approach (2006)Gamifying learning experiences: Practical implications and outcomes (2013)Assessing the effects of gamification in the classroom: A longitudinal study on intrinsic motivation, social comparison, satisfaction, effort, and academic performance (2014)The Structure of Scientific Revolutions (1963)Communities of practice learning, meaning, and identity (1999)Language Emergence: Implications for Applied Linguistics--Introduction to the Special Issue (2006)Pedagogies and Practices in Multilingual Classrooms: Singularities in Pluralities (2011)Engagement in language learning: A systematic review of 20 years of research methods and definitions (2021)Situated Learning (1991)A Pedagogy of Multiliteracies: Designing Social Futures (1996)Foundations of Game-Based Learning (2015)‘Nothing includes everything’: towards engaged pluralism in Anglophone economic geography (2009)Methodological challenges in qualitative content analysis: A discussion paper (2017)Delphi Technique in Health Sciences: A Map (2020)Some Empirical Evidence for the Involvement Load Hypothesis in Vocabulary Acquisition (2001)Review article: Instructed second language vocabulary learning (2008)Measuring Second Language Vocabulary Acquisition (2009)A New Academic Word List (2000)Developing and exploring the behaviour of two new versions of the Vocabulary Levels Test (2001)Intersubjectivity: Towards a Dialogical Analysis (2009)Towards a dialogic theory of how children learn to think (2011)Ecolinguistics: the state of the art and future horizons (2013)Qualitative Analysis for Social Scientists (1987)Alternative Approaches to Second Language Acquisition (2011)Second Language Use, Socialization, and Learning in Internet Interest Communities and Online Gaming (2009)Memes in a Digital World: Reconciling with a Conceptual Troublemaker (2013)Scholarly use of social media and altmetrics: A review of the literature (2017)
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References

  • 2004What Video Games Have to Teach Us about Learning and Literacy6,673 cited
  • 2001Learning Vocabulary in Another Language6,602 cited
  • 2003What video games have to teach us about learning and literacy5,713 cited
  • 2004The Ecology and Semiotics of Language Learning1,355 cited
  • 2001Incidental vocabulary acquisition in a second language: the construct of task-induced involvement1,332 cited
  • 2009Rethinking Language, Mind and World Dialogically : Interactional and contextual theories of human sense-making1,184 cited
  • 2004The Ecology and Semiotics of Language Learning: A Sociocultural Perspective1,070 cited
  • 2007A new literacies sampler954 cited
  • 1998The Development of Passive and Active Vocabulary in a Second Language: Same or Different?703 cited
  • 1982Writings of Charles S. Peirce : a chronological edition628 cited
  • 2017Where The Action Is608 cited
  • 2012Gaming as extramural English L2 learning and L2 proficiency among young learners468 cited
  • 2009The Ecology of Games: Connecting Youth, Games and Learning427 cited
  • 2008The ecology of games : connecting youth, games, and learning327 cited
  • 1995Interactional biases in human thinking300 cited

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  • 2007Multimodal Transcription and Text Analysis: A Multimedia Toolkit and Coursebook282 cited
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    • 2020An investigation of game behavior in the context of digital game-based learning: An individual difference perspective53 cited
    • 2020A Review of Research on the Application of Digital Games in Foreign Language Education44 cited
    • 2022Factors affecting incidental L2 vocabulary acquisition and retention in a game-enhanced learning environment38 cited
    • 2023Second Language Learning Through an Emergent Narrative in a Narrative-Rich Customizable Metaverse Platform24 cited