A scoping review of research on digital game-based language learning

Hung, Hsiu-Ting, Yang, Jie Chi, Hwang, Gwo-Jen, Chu, Hui-Chun, Wang, Chun-Chieh·2018·Computers & Education

Cited by (321)

Items 101–200 of 321

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  3. Serious game-based word-to-text integration intervention effects in English as a second language
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  6. Is mobile game-based learning effective for international adults learning Maltese?
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  10. effect of a serious game on aviation vocabulary acquisition
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  12. Adult education in mathematics and numeracy: a scoping review of recent research
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  13. Effectiveness of Type of Feedback and Frequency on Digital Game-Based L2 Vocabulary Acquisition
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  14. Testing a Research-Based Digital Learning Tool
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  17. Heuristics and Think-aloud Method for Evaluating the Usability of Game-based Language Learning
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  22. Investigating how gamified syllabic literacy impacts learning, flow and inappropriate behaviors: A single-subject study design
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    Tai, Kevin W. H., Choi, Karen C. K. · 2026 · Journal of Multilingual and Multicultural Development
  24. Game-Based Language Learning in Technological Contexts: An Integrated Systematic Review and Bibliometric Analysis
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  33. Complexity, accuracy, and fluency improvements through massively multiplayer online gaming: a longitudinal mixed-methods case study
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  36. Effect of Collaboration in Digital Game‐Based Learning: The Roles of Flow Experience and Intrinsic Motivation
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  40. Digital Games in Primary and Lower Secondary Education Classes
    Karel Picka, Ł. Stuchlíková · 2019 · International Conference on Emerging eLearning Technologies and Applications (ICETA)
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  44. Digital games and language learning: The state of play
    Mark Peterson, Michael Thomas, Kasumi Yamazaki · 2021 · Bloomsbury Academic eBooks
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  46. Conversational Agents for Learning Foreign Languages a Survey
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  49. Examining the Influential Mechanism of English as a Foreign Language (EFL) Learners’ Flow Experiences in Digital Game-Based Vocabulary Learning: Shedding New Light on a Priori Proposed Model
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  50. A 10-Year Systematic Review on the Incorporation of Digital Games for Multimodal Literacy Education
    Yanan Shen, Habibah Ab Jalil, Rahimah Jamaluddin · 2024 · WSEAS TRANSACTIONS ON COMPUTER RESEARCH
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    Emre Yıldız, Özlem Ağgül, Şeyma Çaliklar, Ümit Şi̇mşek · 2020 · Anemon Muş Alparslan Üniversitesi Sosyal Bilimler Dergisi
  52. Teachers’ Perspectives on Digital Game-Based Language Learning for Arabic Language in Malaysian Primary Schools
    Ghazali Zainuddin, Siti Rosilawati Ramlan, Noor Azli Mohamed Masrop, Muhammad Sabri Sahrir, Effendi bin Abdullah · 2021 · International Conference on Sustainable Innovation – Social, Humanity, and Education (ICoSIHESS)
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    Irina Kondratieva, Малина Надежда Вениаминовна, Tatiana Rogacheva, Elena Vyshegorodskaya · 2021 · E3S Web of Conferences
  54. Learning Foreign Languages in a Digital Environment: Learners’ Perception of the Sudden Transition to e-Learning During COVID-19 Lockdown
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    Beatriz García Fernández, Xavier Del Toro, María José Santofimia, Javier Dorado, Felix Jesus Villanueva, David Villa, Juan Carlos López · 2020 · IEEE Access
  56. Research Trends and Hotspots of Digital Game-Based Vocabulary Learning (2008-2023)
    Zhaoyang Xiong, Junjie Gavin Wu, Kean Wah Lee · 2025 · International Journal of Computer-Assisted Language Learning and Teaching
  57. Multilingualism & Motivation in Language Classrooms in England
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  59. Evolución científica de la enseñanza de lenguas en el contexto universitario (1900-2019)
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  61. Analyzing Comments Made to The Duolingo Mobile Application with Topic Modeling
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