Using gamification to support learning English as a second language: a systematic review
Digital gamification has been argued to be a fun and enjoyable method to support Learning
English as a Second Language (LESL) and to ease the gap between students' learning and …
English as a Second Language (LESL) and to ease the gap between students' learning and …
Digital game-based vocabulary learning: where are we and where are we going?
Given the importance of word knowledge for second language acquisition, there is always a
need for effective word-learning approaches from language learners. With the rapid …
need for effective word-learning approaches from language learners. With the rapid …
The analysis of game usage for senior high school students to improve their vocabulary mastery
HT Yudha, B Mandasari - Journal of English Language Teaching …, 2021 - jim.teknokrat.ac.id
Vocabulary plays an important role in learning English. Learning vocabulary in English is
not easy, especially for students in vocational high school. In addition, they have special …
not easy, especially for students in vocational high school. In addition, they have special …
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 aim of this systematic literature review was to examine the empirical evidence for the
effectiveness of digital games on second language learning between 2014 and 2018, with a …
effectiveness of digital games on second language learning between 2014 and 2018, with a …
Digital language learning (DLL): Insights from behavior, cognition, and the brain
How can we leverage digital technologies to enhance language learning and bilingual
representation? In this digital era, our theories and practices for the learning and teaching of …
representation? In this digital era, our theories and practices for the learning and teaching of …
The relationship between ICT and student literacy in mathematics, reading, and science across 44 countries: A multilevel analysis
This study conceptualized ICT as multi-level (country-, school-, and student-level) constructs
and examined their relationships with student mathematics, reading, and scientific literacy …
and examined their relationships with student mathematics, reading, and scientific literacy …
Commercial-off-the-shelf games in the digital wild and L2 learner vocabulary
P Sundqvist - 2019 - scholarspace.manoa.hawaii.edu
The purposes of this study are to examine the relation between playing commercial-off-the-
shelf (COTS) games in the wild and L2 English vocabulary and to offer comparisons with …
shelf (COTS) games in the wild and L2 English vocabulary and to offer comparisons with …
Informal digital learning of English (IDLE): A scoping review of what has been done and a look towards what is to come
As technology has advanced, so have opportunities for language socialization and practice.
This reciprocal relationship has resulted in the emergence of a subfield of Computer …
This reciprocal relationship has resulted in the emergence of a subfield of Computer …
The effect of out-of-class exposure to English language media on learners' vocabulary knowledge
E Peters - ITL-International Journal of Applied Linguistics, 2018 - jbe-platform.com
The aim of this study is to investigate (1) how often Flemish English-as-a-foreign language
learners are exposed to English language media outside of the classroom,(2) whether …
learners are exposed to English language media outside of the classroom,(2) whether …
Gaming as an English language learning resource among young children in Denmark
SH Jensen - Calico Journal, 2017 - JSTOR
This article presents a study of Danish young English language learners'(YELLs') contact
with and use of Extramural English (EE)(N= 107, aged 8 [n= 49] and 10 [n= 58]). They have …
with and use of Extramural English (EE)(N= 107, aged 8 [n= 49] and 10 [n= 58]). They have …