Out-of-school digital gameplay and in-school L2 English vocabulary outcomes
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Fredrik produced 22 polysyllabic tokens and 11 own polysyllabic types in his essay (Grade B), which was on par with or better than the mean for the highest scoring same-age students on a comparable essay task in a previous study (Sundqvist & Wikström, 2015).
“Fredrik produced 22 polysyllabic tokens and 11 own polysyllabic types in his essay (Grade B), which was on par with or better than the mean for the highest scoring same-age students on a comparable essay task in a previous study (Sundqvist & Wikström, 2015).”
From Commercial-off-the-shelf games in the digital wild and L2 learner vocabulary (2019) · cites this paper as Sundqvist & Wikström, 2015
The results about the relation between time spent on playing COTS games in the digital wild and L2 English vocabulary largely corroborate previous research (e.g., Hannibal Jensen, 2017; Sundqvist & Wikström, 2015).
“The results about the relation between time spent on playing COTS games in the digital wild and L2 English vocabulary largely corroborate previous research (e.g., Hannibal Jensen, 2017; Sundqvist & Wikström, 2015).”
From Commercial-off-the-shelf games in the digital wild and L2 learner vocabulary (2019) · cites this paper as Sundqvist & Wikström, 2015
This finding neither concurs with the results of other research demonstrating the facilitative effects of gaming on foreign language achievement (e.g., Ref. [63,64]), nor with the results showing that exam grades are negatively correlated with gaming frequency [28,29].
“This finding neither concurs with the results of other research demonstrating the facilitative effects of gaming on foreign language achievement (e.g., Ref. [63,64]), nor with the results showing that exam grades are negatively correlated with gaming frequency [28,29].”
From Exploring the relationship between digital gaming, language attitudes, and academic success in EFL university students (2024) · cites this paper as [64]
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Digital games, literacy and language learning in L1 and L2
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The role of informal digital learning of Korean in KFL students’ willingness to communicate
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13 Social media and the use of technology in home language maintenance
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“Previous research has demonstrated a significant positive correlation between gameplay time and RV and PV incidental learning in the long-run extracurricular context (e.g., Sundqvist, 2019; Sundqvist & Wikström, 2015).”
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- Authors
- Sundqvist, P., & Wikström, P.
- Affiliations
- Karlstad University (SE)
- Corresponding author
- Sundqvist, Pia
- Venue
- System
- Publisher
- Elsevier BV
- Published
- 2015-07
- Volume
- 51
- Pages
- 65-76
- ISSN
- 0346-251X (ISSN-L)
- OpenAlex
- W1954858986
- Cited by
- 256
- References
- 68
- Citations by year
- 2026: 16 · 2025: 33 · 2024: 28 · 2023: 31 · 2022: 30 · 2021: 19 · 2020: 36 · 2019: 24 · 2018: 16 · 2017: 15 · 2016: 7 · 2015: 1
- FWCI
- 32.84
- Type
- journal article
- Language
- en
- Open access
- closed
- Locations
- System (publishedVersion)
- Topics
- Social Sciences › Psychology › Developmental and Educational Psychology › Educational Games and Gamification
- Social Sciences › Psychology › Developmental and Educational Psychology › Second Language Acquisition and Learning
- Social Sciences › Sociology and Political Science › Digital Games and Media
- Keywords
- video games, second language vocabulary, L2 English, English as a foreign language, academic performance, essay writing, vocabulary assessment, gender differences, adolescent students, Swedish learners of English
About these checks
Registry, retraction, Cites and statistics results are computed, not judged, with one exception: a printed reference that no index lists is read once by a model before it counts as a citation error. Claims are extracted by a model and kept only when their quote appears verbatim in the text; each cited source is then checked, with a model’s help, for whether it says what the claim relies on. Those verdicts can be wrong — read the claim’s quote and the cited source before relying on one.
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