The DOI matches its Crossref record; 30 of the 31 references it cites were found in a registry or an index.
Effectiveness of MMORPG-based instruction in elementary English education in Korea
Abstract
Abstract This study investigated the effectiveness of massive multiplayer online role‐playing game (MMORPG)‐based (massive multiplayer online role‐playing game) instruction in elementary English education. The effectiveness of the MMORPG program was compared with face‐to‐face instruction and the independent variables (gender, prior knowledge, motivation for learning, self‐directed learning skills, computer skills, game skills, computer capacity, network speed, and computer accessibility) were examined to see how accurately achievement was predicted in MMORPG instruction. The results indicated that students studying English utilizing online role‐playing games showed higher scores in areas of listening, reading, and writing than those who attended face‐to‐face instruction classes. It was also found that prior knowledge, motivation for learning, and network speed were factors affecting achievement in English learning. These findings suggest that MMORPGs can play an important role in improving English communicative skills.
Overview
Integrity signals
Registry
Cites
Statistics
Verification
Claims the paper makes
Claims other papers make about this one
Each is checked against this paper’s own text: does it say what the citing paper says it does?
In the citing paper
“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 [63]
Citations
Cites
Teaching by Principles: An Interactive Approach to Language Pedagogy
Lander, J., & Brown, H. (1995) · Language · doi:10.2307/415773 · Cited by 7,900
Teaching by Principles: An Interactive Approach to Language Pedagogy
Frazier, S., & Brown, H. D. (2001) · TESOL Quarterly · doi:10.2307/3587655 · Cited by 6,226
Motivation in Education: Theory, Research, and Applications
Pintrich, P. R., & Schunk, D. H. (1995) · Cited by 5,724
Building Learning Communities in Cyberspace: Effective Strategies for the Online Classroom
Palloff, R. M., & Pratt, K. (1999) · Medical Entomology and Zoology · Cited by 1,441
Rieber, L. P. (1996) · Educational Technology Research and Development · doi:10.1007/bf02300540 · Cited by 997
The Virtual Classroom: Learning without Limits via Computer Networks
(1999) · International Journal of Productivity and Performance Management · doi:10.1108/ws.1999.07948bae.004 · Cited by 774
Palloff, R. M., & Pratt, K. (1999) · Cited by 564
The Use of Synchronous Computer Networks in Second Language Instruction: A Preliminary Report
Kelm, O. R. (1992) · Foreign Language Annals · doi:10.1111/j.1944-9720.1992.tb01127.x · Cited by 407
Barriers to distance education: A factor‐analytic study
Muilenburg, L., & Berge, Z. L. (2001) · American Journal of Distance Education · doi:10.1080/08923640109527081 · Cited by 298
Online Vocabulary Games as a Tool for Teaching and Learning English Vocabulary
Yip, F. W. M., & Kwan, A. C. M. (2006) · Educational Media International · doi:10.1080/09523980600641445 · Cited by 278
Research works printed but not linked: 5
- Jung J.W., 1992, Self‐directed learning theory in adult education and its implication to education, The Journal of Educational Research, 30, 243
- JungY.S.(2005)Effects of learner's game and learning ability on the logical thinking in game based learning. Unpublished Doctoral Dissertation Korea National University of Education.
- Kujanpää T., 2003, Proceeding of Level Up– Digital Research Conference, 220
- Park J.S., 1998, The effects of anxiety and motivation on the oral performance in English conversation classroom, English Teaching, 53, 73
- SchneiderE.&ZhengK.(2007)English speaking players as In‐Game content: new ideas for marketing to youth in Asia. Paper presented Game Developers Conference (GDC). San Francisco CA.
Cited by
Sorted by citations
A meta-analysis of the cognitive and motivational effects of serious games.
Wouters, P., van Nimwegen, C., van Oostendorp, H., & van der Spek, E. D. (2013) · Journal of Educational Psychology · doi:10.1037/a0031311 · Cited by 1,864
Digital Games, Design, and Learning: A Systematic Review and Meta-Analysis
Clark, D. B., Tanner-Smith, E. E., & Killingsworth, S. S. (2016) · Review of Educational Research · doi:10.3102/0034654315582065 · Cited by 1,274
Boyle, E. A., Hainey, T., Connolly, T. M., Gray, G., Earp, J., Ott, M., Lim, T., Ninaus, M., Ribeiro, C., & Pereira, J. (2016) · Computers & Education · doi:10.1016/j.compedu.2015.11.003 · Cited by 1,133
A systematic literature review of games-based learning empirical evidence in primary education
Hainey, T., Connolly, T. M., Boyle, E. A., Wilson, A., & Razak, A. A. (2016) · Computers & Education · doi:10.1016/j.compedu.2016.09.001 · Cited by 486
Mayer, R. E. (2018) · Annual Review of Psychology · doi:10.1146/annurev-psych-010418-102744 · Cited by 456
Gameplay Engagement and Learning in Game-Based Learning: A Systematic Review
Abdul Jabbar, A. I., & Felicia, P. (2015) · Review of Educational Research · doi:10.3102/0034654315577210 · Cited by 576
A scoping review of research on digital game-based language learning
Hung, H.-T., Yang, J. C., Hwang, G.-J., Chu, H.-C., & Wang, C.-C. (2018) · Computers & Education · doi:10.1016/j.compedu.2018.07.001 · Cited by 319
Designing Serious Game Interventions for Individuals with Autism
Whyte, E. M., Smyth, J. M., & Scherf, K. S. (2014) · Journal of Autism and Developmental Disorders · doi:10.1007/s10803-014-2333-1 · Cited by 298
Butler, Y. G. (2015) · Language Teaching · doi:10.1017/s0261444815000105 · Cited by 266
Macaro, E., Handley, Z. L., & Walter, C. (2011) · Language Teaching · doi:10.1017/s0261444811000395 · Cited by 207
The CALL-SLA interface: Insights from a second-order synthesis
Plonsky, L., & Ziegler, N. (2016) · Language learning & technology · doi:10.64152/10125/44459 · Cited by 178
Peterson, M. (2012) · ReCALL · doi:10.1017/s0958344012000195 · Cited by 172
A Scoping Review of Digital Game-Based Technology on English Language Learning
Xu, Z., Chen, Z., Eutsler, L., Geng, Z., & Kogut, A. (2020) · Educational Technology Research and Development · doi:10.1007/s11423-019-09702-2 · Cited by 162
Digital Language Learning (DLL): Insights from Behavior, Cognition, and the Brain
Li, P., & Lan, Y. (2021) · Bilingualism Language and Cognition · doi:10.1017/s1366728921000353 · Cited by 196
Gamification and Game-Based Learning
Karagiorgas, D. N., & Niemann, S. (2017) · Journal of Educational Technology Systems · doi:10.1177/0047239516665105 · Cited by 171
Hou, H. (2011) · Computers & Education · doi:10.1016/j.compedu.2011.11.015 · Cited by 152
Serious Games Effects: An Overview
Giessen, H. W. (2015) · Procedia - Social and Behavioral Sciences · doi:10.1016/j.sbspro.2015.01.881 · Cited by 147
Lin, C.-J., Hwang, G., Fu, Q.-K., & Cao, Y.-H. (2020) · Computers & Education · doi:10.1016/j.compedu.2020.103876 · Cited by 126
Exploration of Educational Possibilities by Four Metaverse Types in Physical Education
Yu, J. (2022) · Technologies · doi:10.3390/technologies10050104 · Cited by 124
Sourmelis, T., Ioannou, A., & Zaphiris, P. (2016) · Computers in Human Behavior · doi:10.1016/j.chb.2016.10.020 · Cited by 118
The Impact of a Serious Game on Vocabulary and Content Learning
Chen, H.-J. H., & Hsu, H.-L. (2020) · Computer Assisted Language Learning · doi:10.1080/09588221.2019.1593197 · Cited by 109
Thompson, C. G., & von Gillern, S. (2020) · Educational Research Review · doi:10.1016/j.edurev.2020.100332 · Cited by 105
Serious Gaming for Behaviour Change: A Systematic Review
Hammady, R., & Arnab, S. (2022) · Information · doi:10.3390/info13030142 · Cited by 114
Framing the Adoption of Serious Games in Formal Education
Arnab, S., Berta, R., Earp, J., de Freitas, S., Popescu, M. M., Roméro, M., Stănescu, I. A., & Usart, M. (2012) · The Electronic Journal of e-Learning · Cited by 104
Scaffolding for Optimal Challenge in K–12 Problem-Based Learning
Kim, N. J., Belland, B. R., & Axelrod, D. B. (2018) · Interdisciplinary Journal of Problem-based Learning · doi:10.7771/1541-5015.1712 · Cited by 106
Self-citationThe Effect of Computer Game-Based Learning on FL Vocabulary Transferability
Franciosi, S. J. (2017) · Educational Technology & Society · Cited by 93
The Place of Game-Based Learning in an Age of Austerity.
Whitton, N. (2012) · The Electronic Journal of e-Learning · Cited by 93
Bernard, R. M., Borokhovski, E., Schmid, R. F., Waddington, D. I., & Pickup, D. I. (2019) · Campbell Systematic Reviews · doi:10.1002/cl2.1017 · Cited by 110
Current and Future Digital Trends in ELT
Hockly, N., & Dudeney, G. (2018) · RELC Journal · doi:10.1177/0033688218777318 · Cited by 90
Vocabulary learning in massively multiplayer online games: context and action before words
Zheng, D., Bischoff, M., & Gilliland, B. (2015) · Educational Technology Research and Development · doi:10.1007/s11423-015-9387-4 · Cited by 89
Jong, B., Lai, C.-H., Hsia, Y., Lin, T., & Lu, C.-Y. (2012) · IEEE Transactions on Education · doi:10.1109/te.2012.2207959 · Cited by 88
Measuring Effectiveness in Digital Game-Based Learning: A Methodological Review.
All, A., Castellar, E. P. N., & LOOY, J. V. (2014) · International Journal of Serious Games · doi:10.17083/ijsg.v1i2.18 · Cited by 96
Feng, Z., González, V. A., Mutch, C., Amor, R., & Cabrera‐Guerrero, G. (2020) · Journal of Computer Assisted Learning · doi:10.1111/jcal.12507 · Cited by 77
Gamifying language education: the impact of digital game-based learning on Chinese EFL learners
Zhou, S. (2024) · Humanities and Social Sciences Communications · doi:10.1057/s41599-024-04073-3 · Cited by 86
The use of massively multiplayer online role-playing games in CALL: an analysis of research
Peterson, M. (2016) · Computer Assisted Language Learning · doi:10.1080/09588221.2016.1197949 · Cited by 74
An Analysis of Game Design Elements Used in Digital Game-Based Language Learning
Govender, T., & Arnedo-Moreno, J. (2021) · Sustainability · doi:10.3390/su13126679 · Cited by 71
Motivation is a game: Massively multiplayer online games as agents of motivation in higher education
Bawa, P., Watson, S. L., & Watson, W. R. (2018) · Computers & Education · doi:10.1016/j.compedu.2018.05.004 · Cited by 70
Current Issues in English Education for Young Learners in East Asia
Butler, Y. G. (2014) · English Teaching · doi:10.15858/engtea.69.4.201412.3 · Cited by 65
Impact of digital content on young children’s reading interest and concentration for books
Wang, L., Lee, H., & Ju, D. Y. (2018) · Behaviour and Information Technology · doi:10.1080/0144929x.2018.1502807 · Cited by 61
Shahriarpour, N., & Kafi, Z. (2014) · Procedia - Social and Behavioral Sciences · doi:10.1016/j.sbspro.2014.03.601 · Cited by 59
Cole (2014) · doi:10.1177/1086296x14552179 · Cited by 57
Second language (L2) gains through digital game-based language learning (DGBLL): A meta-analysis
Dixon, D. H., Dixon, T., & Jordan, E. (2022) · Language Learning & Technology · doi:10.64152/10125/73464 · Cited by 88
“…II Rankin (2008); Rogers (2017) Food Force Hitosugi et al. (2014) House of Language Alfadil (2017) Meet-Me Yamazaki (2018) Nori School MMO Suh et al. (2010) PaRappa the Rappa 2 deHaan et al. (2010) Playing History (Chapter “Slave Trade”) Chen & Hsu (2019) Runaway: A Road Adventure…”
BackgroundInfluentialDaoudi, I. (2022) · Education and Information Technologies · doi:10.1007/s10639-022-11087-4 · Cited by 54
Kim, P. W., Kim, S. Y., Shim, M., Im, C., & Shon, Y. (2012) · Computers & Education · doi:10.1016/j.compedu.2012.12.008 · Cited by 53
Self-citationDigital Game‐Based Learning of Formulaic Expressions in Second Language Chinese
Tang, X., & Taguchi, N. (2021) · Modern Language Journal · doi:10.1111/modl.12725 · Cited by 52
Language Learner Interaction in a Massively Multiplayer Online Role-Playing Game
Peterson, M. (2012) · Palgrave Macmillan eBooks · doi:10.1057/9781137005267_5 · Cited by 47
Digital games, literacy and language learning in L1 and L2
Hanghøj, T., Kabel, K., & Jensen, S. H. (2022) · L1 Educational Studies in Language and Literature · doi:10.21248/l1esll.2022.22.2.363 · Cited by 48
Liu, L., & Hwang, G. (2023) · British Journal of Educational Technology · doi:10.1111/bjet.13400 · Cited by 49
Factors Affecting Students' Achievement in English Language Learning
El-Omari, A. H. (2016) · Journal of Educational and Social Research · doi:10.5901/jesr.2016.v6n2p9 · Cited by 46
Calado, F., Alexandre, J., & Griffiths, M. D. (2014) · International Journal of Mental Health and Addiction · doi:10.1007/s11469-014-9509-y · Cited by 45
“A review of research on the application of digital games in foreign language education,”
Peterson, M., White, J., Mirzaei, M. S., & Wang, Q. (2020) · Advances in Educational Technologies and Instructional Design · doi:10.4018/978-1-7998-2591-3.ch004 · Cited by 44
Foreign ludicity in online role-playing games
Liang, M.-Y. (2011) · Computer Assisted Language Learning · doi:10.1080/09588221.2011.619988 · Cited by 44
Ongoro, C. A., & Fanjiang, Y. (2023) · IEEE Transactions on Learning Technologies · doi:10.1109/tlt.2023.3268282 · Cited by 43
Agency and technology-mediated task repetition with young learners
Pinter, A. (2019) · Language Teaching for Young Learners · doi:10.1075/ltyl.00010.pin · Cited by 42
Yang, Y., Goh, A. P. I., Hong, Y., & Chen, N. (2021) · Computer Assisted Language Learning · doi:10.1080/09588221.2021.2008979 · Cited by 41
Fúster, H., Carbonell, X., Lusar, A. C., & Oberst, U. E. (2013) · The Spanish Journal of Psychology · doi:10.1017/sjp.2013.54 · Cited by 40
Chen, C., Huang, S.-K., & Liu, J.-H. (2019) · The Asia-Pacific Education Researcher · doi:10.1007/s40299-019-00486-w · Cited by 40
Yang, L., Li, R., & Zhou, Y. (2024) · Journal of Computer Assisted Learning · doi:10.1111/jcal.12944 · Cited by 37
A Comparative Review of Mobile and Non-Mobile Games for Language Learning
Su, F., Zou, D., Xie, H., & Wang, F. L. (2021) · SAGE Open · doi:10.1177/21582440211067247 · Cited by 43
Language learning resources and developments in the Second Life metaverse
Noriega, S. D., Agudo, J. E., Ferreira, P., & Rico, M. (2011) · International Journal of Technology Enhanced Learning · doi:10.1504/ijtel.2011.042101 · Cited by 34
Chen, H. H.-J., Hsu, H.-L., Chen, Z. H., & Todd, A. G. (2020) · Journal of Educational Computing Research · doi:10.1177/0735633120963750 · Cited by 37
Motivational characteristics of Turkish MMORPG players
Dindar, M., & Akbulut, Y. (2014) · Computers in Human Behavior · doi:10.1016/j.chb.2014.01.016 · Cited by 37
Zhang, Y., Song, H., Liu, X., Tang, D., Chen, Y., & Zhang, X. (2017) · Frontiers in Human Neuroscience · doi:10.3389/fnhum.2017.00095 · Cited by 39
Gaming and Confrustion Explain Learning Advantages for a Math Digital Learning Game
Richey, J. E., Zhang, J., Das, R., Andres-Bray, J. M. L., Scruggs, R., Mogessie, M., Baker, R. S., & McLaren, B. M. (2021) · Lecture notes in computer science · doi:10.1007/978-3-030-78292-4_28 · Cited by 33
Zhou, T. H., & Zhang, W. (2022) · Sustainability · doi:10.3390/su14127303 · Cited by 32
Learning a second language by playing a game
James, K. K., & Mayer, R. E. (2018) · Applied Cognitive Psychology · doi:10.1002/acp.3492 · Cited by 30
Effects of Educational Video Games on English Vocabulary Learning and Retention
Gunel, E., & Top, E. (2022) · International Journal of Technology in Education · doi:10.46328/ijte.225 · Cited by 38
A Systematic Literature Review of Empirical Studies on Learning Analytics in Educational Games.
Tlili, A., Chang, M., Moon, J., Liu, Z., Burgos, D., Chen, N., & Kinshuk, K. (2021) · International Journal of Interactive Multimedia and Artificial Intelligence · doi:10.9781/ijimai.2021.03.003 · Cited by 29
Massive online multiplayer games as an environment for English learning among Iranian EFL students
Soyoof, A., Reynolds, B. L., Chan, K. K., Tseng, W., & McLay, K. F. (2023) · Computer Assisted Language Learning · doi:10.1080/09588221.2023.2171065 · Cited by 29
Effects of Children’s Trait Emotional Intelligence on Digital Game-Based Learning
Yang, J. C., Quadir, B., & Chen, N. (2018) · International Journal of Human-Computer Interaction · doi:10.1080/10447318.2018.1543088 · Cited by 33
Baek, Y., Xu, Y., Han, S., & Cho, J. (2015) · The Smart Computing Review · doi:10.6029/smartcr.2015.10.001 · Cited by 28
City Ville: collaborative game play, communication and skill development in social networks
Pérez, M. E. D. M., & Guzmán-Duque, A. P. (2014) · Journal of New Approaches in Educational Research · doi:10.7821/naer.3.1.11-19 · Cited by 27
Student Agency and Game-Based Learning: A Study Comparing Low and High Agency
Nguyen, H. A., Harpstead, E., Wang, Y., & McLaren, B. M. (2018) · Lecture notes in computer science · doi:10.1007/978-3-319-93843-1_25 · Cited by 27
Role of digital simulation in employee training
Kulkarni, P. M., Appasaba, L. V., Gokhale, P., & Tigadi, B. S. (2022) · Global Transitions Proceedings · doi:10.1016/j.gltp.2022.04.014 · Cited by 26
Cooperative Game-based Learning in the English as a Foreign Language Classroom
Bado, N., & Franklin, T. J. (2014) · Issues and Trends in Educational Technology · doi:10.2458/azu_itet_v2i2_bado · Cited by 26
Mapping the research trends of digital game-based language learning (DGBLL): a scientometrics review
Li, K., Peterson, M., Wang, Q., & Wang, H. (2024) · Computer Assisted Language Learning · doi:10.1080/09588221.2023.2299436 · Cited by 27
Digital Gaming in the Language Classroom
Li, K., Peterson, M., & Wan, J. (2022) · International Journal of Computer-Assisted Language Learning and Teaching · doi:10.4018/ijcallt.291110 · Cited by 24
Muhammad, A. F. (2016) · International Electronics Symposium (IES) · doi:10.1109/elecsym.2016.7861054 · Cited by 24
Educational Design for MOOCs: Design Considerations for Technology-Supported Learning at Large Scale
Sergis, S., Sampson, D. G., & Pelliccione, L. (2016) · Lecture notes in educational technology · doi:10.1007/978-3-662-52925-6_3 · Cited by 19
Spitzer, M., Moeller, K., & Musslick, S. (2023) · PLoS ONE · doi:10.1371/journal.pone.0284868 · Cited by 18
Shackelford, L., Huang, W. D., Craig, A. B., Merrill, C., & Chen, D. (2019) · Educational Media International · doi:10.1080/09523987.2019.1669946 · Cited by 18
Critical examination of the measurement quality of student outcomes: a systematic review
Grützmacher, L., Herbert, B., Holzberger, D., Naumann, A., Steffensky, M., & Vieluf, S. (2025) · School Effectiveness and School Improvement · doi:10.1080/09243453.2025.2482579 · Cited by 17
Classroom management for teaching English to young learners
Zein, S. (2018) · Routledge eBooks · doi:10.4324/9781315623672-11 · Cited by 17
A Serious Game for Improving Inferencing in the Presence of Foreign Language Unknown Words
Gabriel, P., Hirashima, T., & Hayashi, Y. (2018) · International Journal of Advanced Computer Science and Applications · doi:10.14569/ijacsa.2018.090202 · Cited by 16
Commercial Video Games and English Language Skills Development: A Systematic Review
Rajendran, M., Ray, M., Ilangovan, A., Chokkalingam, V. K., & Singh, A. B. (2024) · Language Teaching Research Quarterly · doi:10.32038/ltrq.2024.45.04 · Cited by 18
Bakan, U., Han, T., Bakan, U., & |, |. (2022) · Knowledge Management & E-Learning An International Journal · doi:10.34105/j.kmel.2022.14.016 · Cited by 15
Training Employees in the Digital Economy with the Use of Video Games
Kapustina, L. V., & Martynova, I. A. (2019) · Advances in intelligent systems and computing · doi:10.1007/978-3-030-11367-4_44 · Cited by 15
effect of a serious game on aviation vocabulary acquisition
Dinçer, N., & Dinçer, R. (2021) · International Journal of Serious Games · doi:10.17083/ijsg.v8i4.464 · Cited by 14
“Some other COTS games, such as Everquest II, Ragnorak Online, and the SIMS, have been found useful to enhance the communicative competence of language learners [19].”
BackgroundUsing a Serious Game to Train Violence Risk Assessment and Management Skills
Mason, J. S., & Loader, K. (2019) · Simulation & Gaming · doi:10.1177/1046878119837314 · Cited by 14
Herrewijn, L., Jans, S. D., Hudders, L., & Cauberghe, V. (2021) · Electronic Commerce Research and Applications · doi:10.1016/j.elerap.2021.101036 · Cited by 14
Flexible learning itinerary vs. linear learning itinerary
José, J., Juan, M. ‐., Gil‐Gómez, J., & Rando, N. (2014) · Science of Computer Programming · doi:10.1016/j.scico.2013.12.009 · Cited by 14
Teachers and Students as Game Designers
Osman, K., & Bakar, N. A. (2013) · IGI Global eBooks · doi:10.4018/978-1-4666-3950-8.ch006 · Cited by 14
An Overview of Online Games and Their Effects on Adolescents
Qu, X. (2023) · Open Journal of Social Sciences · doi:10.4236/jss.2023.1111021 · Cited by 13
Beck, D. E., & Perkins, R. A. (2014) · Journal of Virtual Worlds Research · doi:10.4101/jvwr.v7i1.7077 · Cited by 13
A Systematic Review of Video Games for Second Language Acquisition
Li, J. (2019) · Advances in educational technologies and instructional design book series · doi:10.4018/978-1-7998-0246-4.ch021 · Cited by 14
Synthesis of Research on Video Games for the Four Second Language Skills and Vocabulary Practice
Yudintseva, A. (2015) · Open Journal of Social Sciences · doi:10.4236/jss.2015.311011 · Cited by 14
A Review of Research on the Application of Digital Games in Foreign Language Education
Peterson, M., White, J. S., Mirzaei, M. S., & Wang, Q. (2021) · IGI Global eBooks · doi:10.4018/978-1-6684-3710-0.ch094 · Cited by 13
Universal Language Translator: Is This the Future or the Doom of Language Learning?
Syafrony, A. I., & Kusuma, V. A. (2022) · Jurnal Humaya Jurnal Hukum Humaniora Masyarakat dan Budaya · doi:10.33830/humayafhisip.v2i2.4107 · Cited by 11
Fajt, B. (2021) · Working papers in language pedagogy · doi:10.61425/wplp.2021.16.36.53 · Cited by 14
Chotipaktanasook, N., & Reinders, H. (2018) · Advances in educational technologies and instructional design book series · doi:10.4018/978-1-5225-5140-9.ch018 · Cited by 11
Metadata
- Authors
- Suh, S., Kim, S. W., & Kim, N. J.
- Affiliations
- Chuncheon National University of Education (KR)
- Ajou University (KR)
- Yonsei University (KR)
- Corresponding author
- Suh, S.
- Venue
- Journal of Computer Assisted Learning
- Publisher
- Wiley
- Published
- 2010-09-15
- Volume
- 26
- Issue
- 5
- Pages
- 370-378
- ISSN
- 0266-4909 (ISSN-L)
- 1365-2729
- OpenAlex
- W1929089037
- Cited by
- 190
- References
- 31
- Citations by year
- 2026: 4 · 2025: 9 · 2024: 8 · 2023: 9 · 2022: 20 · 2021: 21 · 2020: 10 · 2019: 22 · 2018: 18 · 2017: 11 · 2016: 10 · 2015: 13 · 2014: 16 · 2013: 9 · 2012: 6
- FWCI
- 11.66
- Type
- journal article
- Language
- en
- Open access
- closed
- Locations
- Journal of Computer Assisted Learning (publishedVersion)
- Topics
- Social Sciences › Psychology › Developmental and Educational Psychology › Educational Games and Gamification
- Social Sciences › Education › English Language Learning and Teaching
- Social Sciences › Arts and Humanities › Language and Linguistics › EFL/ESL Teaching and Learning
- Keywords
- MMORPG, massive multiplayer online role-playing games, game-based learning, elementary English education, English as a foreign language, face-to-face instruction comparison, English achievement, prior knowledge, student motivation, autonomous learning ability, network speed, computer accessibility
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.
Statistics and arithmetic are recomputed, not judged.
Confidence bands are shown only for fields calibrated on our annotated test set. None is calibrated yet, so no band is shown.
What counts as a claim ›How we measure confidence ›How we check this ›
Are you an author, or do you see a problem with this page? Request a review