Using gamification to support learning English as a second language: a systematic review

H Dehghanzadeh, H Fardanesh, J Hatami… - Computer Assisted …, 2021 - Taylor & Francis
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 …

Digital game-based vocabulary learning: where are we and where are we going?

D Zou, Y Huang, H Xie - Computer Assisted Language Learning, 2021 - Taylor & Francis
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 …

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 …

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 …

Digital language learning (DLL): Insights from behavior, cognition, and the brain

P Li, YJ Lan - Bilingualism: Language and Cognition, 2022 - cambridge.org
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 …

The relationship between ICT and student literacy in mathematics, reading, and science across 44 countries: A multilevel analysis

X Hu, Y Gong, C Lai, FKS Leung - Computers & Education, 2018 - Elsevier
This study conceptualized ICT as multi-level (country-, school-, and student-level) constructs
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 …

Informal digital learning of English (IDLE): A scoping review of what has been done and a look towards what is to come

A Soyoof, BL Reynolds, B Vazquez-Calvo… - Computer Assisted …, 2023 - Taylor & Francis
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 …

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 …

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 …