Computer games in education

RE Mayer - Annual review of psychology, 2019 - annualreviews.org
… media: science, mathematics, and second-language learning. Future research is needed
to … studies on the instructional effectiveness of computer games for education: value-added …

Types, purposes, and effectiveness of state-of-the-art technologies for second and foreign language learning

R Zhang, D Zou - Computer Assisted Language Learning, 2022 - Taylor & Francis
… on game-based language learning that were published from … designs and effectiveness of
digital instructional games, the … games, participants and their target languages, and learning

Second language (L2) gains through digital game-based language learning (DGBLL): A meta-analysis

DH Dixon, T Dixon, E Jordan - 2022 - scholarspace.manoa.hawaii.edu
learning games and platforms, like Duolingo, because empirical evidence measuring their
efficacy … comparing the effectiveness of entertainment games to educational games through a …

Games people (don't) play: An analysis of pre-service EFL teachers' behaviors and beliefs regarding digital game-based language learning

C Blume - Computer Assisted Language Learning, 2020 - Taylor & Francis
… digital media for language learning, their perceived language skills and language learning
strategies, … interacts with language strategy self-efficacy, which in turn interacts with perceived …

Digital game-based L2 learning outcomes for primary through high-school students: A systematic literature review

EO Acquah, HT Katz - Computers & Education, 2020 - Elsevier
… the effectiveness of digital games on second language learning … ; (2) most studies used
computers as the gaming platform; (3) … games or educational mini games; (5) most games were …

Second language learning in the context of massively multiplayer online games: A scoping review

N Jabbari, ZR Eslami - ReCALL, 2019 - cambridge.org
This review examines the second language acquisition (SLA) literature with regard to the
role of “massively multiplayer online games” (MMOGs) in second language (L2) learning. It …

Digital simulation games in CALL: A research review

M Peterson - Computer Assisted Language Learning, 2023 - Taylor & Francis
… This paper reviews the literature on the use of digital simulation games in computer-assisted
language learning (CALL). The discussion explores research approaches, contexts, …

[HTML][HTML] Technology-assisted self-regulated English language learning: Associations with English language self-efficacy, English enjoyment, and learning outcomes

Z An, C Wang, S Li, Z Gan, H Li - Frontiers in psychology, 2021 - frontiersin.org
… Building on SRL research in educational psychology and computer-assisted L2 learning
to their English language self-efficacy, English enjoyment, and English learning outcomes. The …

A scoping review of digital game-based technology on English language learning

Z Xu, Z Chen, L Eutsler, Z Geng, A Kogut - … Technology Research and …, 2020 - Springer
… to develop language learning are scarce. This scoping review … based language learning to
support English language learning, … the effectiveness of digital games in learning English as a …

Video-game based instruction for vocabulary acquisition with English language learners: A Bayesian meta-analysis

CG Thompson, S von Gillern - Educational Research Review, 2020 - Elsevier
… the efficacy of game-based learning in English as a second … We found that video-game
based learning can make a … acquisition and that integrating entertainment video games into …