Interaction of problem-based gaming and learning anxiety in language students' English listening performance and progressive behavioral patterns
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Digital games can be considered alternative learning contexts that offer safe spaces for experimentation and exploration for students with high anxiety levels.
“In this context, digital games can be considered alternative learning contexts that offer safe spaces for experimentation and exploration for students with high anxiety levels (Hwang et al., 2017).”
From Incidental vocabulary learning from digital games: the predictive role of game playing time, foreign language motivation, and anxiety (2026) · cites this paper as Hwang et al., 2017
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- Authors
- Hwang, G.-J., Hsu, T.-C., Lai, C.-L., & Hsueh, C.-J.
- Affiliations
- National Taiwan University of Science and Technology (TW)
- Corresponding author
- Hwang, Gwo-Jen
- Venue
- Computers & Education
- Publisher
- Elsevier BV
- Published
- 2017-03
- Volume
- 106
- Pages
- 26-42
- ISSN
- 0360-1315 (ISSN-L)
- OpenAlex
- W2559318347
- Cited by
- 212
- References
- 60
- Citations by year
- 2026: 15 · 2025: 14 · 2024: 21 · 2023: 23 · 2022: 25 · 2021: 29 · 2020: 25 · 2019: 29 · 2018: 28 · 2017: 3
- FWCI
- 41.43
- Type
- journal article
- Language
- en
- Open access
- closed
- Locations
- Computers & Education (publishedVersion)
- Funders
- Ministry of Science and Technology of the Republic of China (NSC 102-2511-S-011 -007 -MY3, MOST 104-2511-S-011-001-MY2)
- Topics
- Social Sciences › Psychology › Developmental and Educational Psychology › Educational Games and Gamification
- Social Sciences › Arts and Humanities › Language and Linguistics › EFL/ESL Teaching and Learning
- Physical Sciences › Computer Science › Information Systems › English Language Learning and Teaching
- Keywords
- game-based learning, student anxiety, English as a foreign language, student motivation, ninth grade students
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