'Generation Z'children's adaptation to digital consumer culture: A critical literature review

DH Bassiouni, C Hackley - Journal of Customer Behaviour, 2014 - ingentaconnect.com
This paper undertakes a selective thematic review of published research studies to
investigate the topic of children's adaptation to digital consumer culture. The review looks …

[PDF][PDF] Games in language learning: Opportunities and challenges

R Godwin-Jones - 2014 - scholarspace.manoa.hawaii.edu
There has been a substantial increase in recent years in the interest in using digital games
for language learning. This coincides with the explosive growth in multiplayer online gaming …

[图书][B] Gameful second and foreign language teaching and learning: Theory, research, and practice

J Reinhardt - 2018 - books.google.com
This book offers a comprehensive examination of the theory, research, and practice of the
use of digital games in second and foreign language teaching and learning (L2TL). It …

[引用][C] Serious games: mechanisms and effects

U Ritterfeld - 2009 - books.google.com
Serious Games provides a thorough exploration of the claim that playing games can provide
learning that is deep, sustained and transferable to the real world." Serious games" is …

[图书][B] Brave new digital classroom: Technology and foreign language learning

RJ Blake - 2013 - books.google.com
Brave New Digital Classroom examines the most effective ways to utilize technology in
language learning. The author deftly interweaves the latest results of pedagogical research …

Are educational computer micro-games engaging and effective for knowledge acquisition at high-schools? A quasi-experimental study

C Brom, M Preuss, D Klement - Computers & Education, 2011 - Elsevier
Curricular schooling can benefit from the usage of educational computer games, but it is
difficult to integrate them in the formal schooling system. Here, we investigate one possible …

Serious games effects: an overview

HW Giessen - Procedia-Social and Behavioral Sciences, 2015 - Elsevier
Abstract “Games und Gamification” were declared by the “New Media Consortium” as one of
the important trends in E-Leanring for the near future. If the NMC's assumptions are correct …

Signs of meta-change in second modernity: the growth of e-sport and the World Cyber Games

B Hutchins - New Media & Society, 2008 - journals.sagepub.com
Media, communication and information flows now define the logic and structure of social
relations, a situation that affects almost every dimension of cultural life and activity. This …

Other‐repetition as a resource for participation in the activity of playing a video game

AP Marsh, L Tainio - The Modern Language Journal, 2009 - Wiley Online Library
This article offers an empirically based contribution to the growing body of studies using
Conversation Analysis (CA) as a tool for analyzing second/foreign language learning in and …

Conceptualizing digital game-mediated L2 learning and pedagogy: Game-enhanced and game-based research and practice

J Reinhardt, JM Sykes - Digital games in language learning and teaching, 2012 - Springer
With millions of players worldwide, digital games have grown in ubiquity, diversity, and
accessibility over the last decade across the globe. They are now played in most of the …