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 …

A systematic literature review on serious games evaluation: An application to software project management

A Calderón, M Ruiz - Computers & Education, 2015 - Elsevier
Training that future practitioners receive in software project management is a topic of great
importance. The objective of this systematic literature review is to summarize the current …

Using challenges to enhance a learning game for pronunciation training of English as a second language

C Tejedor-García, D Escudero-Mancebo… - IEEE …, 2020 - ieeexplore.ieee.org
Learning games have a remarkable potential for education. They provide an emergent form
of social participation that deserves the assessment of their usefulness and efficiency in …

Digital card games in education: A ten year systematic review

M Kordaki, A Gousiou - Computers & Education, 2017 - Elsevier
This paper presents a 10-year review study that focuses on the investigation of the use of
Digital Card Games (DCGs) as learning tools in education. Specific search terms keyed into …

Chinese L2 literacy development: Cognitive characteristics, learning strategies, and pedagogical interventions

HH Shen - Language and Linguistics Compass, 2013 - Wiley Online Library
The field of Chinese L2 education has expanded rapidly in the past two decades. It has
become a central research agenda for Chinese L2 scholars to seek answers to the question …

Active learning: Qualitative inquiries into vocabulary instruction in Chinese L2 classrooms

HH Shen, W Xu - Foreign Language Annals, 2015 - Wiley Online Library
Active learning emerged as a new approach to learning in the 1980s. The core concept of
active learning involves engaging students not only in actively exploring knowledge but also …

Design patterns for voice interaction in games

F Allison, M Carter, M Gibbs, W Smith - Proceedings of the 2018 Annual …, 2018 - dl.acm.org
Voice interaction is increasingly common in digital games, but it remains a notoriously
difficult modality to design a satisfying experience for. This is partly due to limitations of …

Investigating the effectiveness of speech-to-text recognition applications on learning performance, attention, and meditation

R Shadiev, YM Huang, JP Hwang - Educational Technology Research …, 2017 - Springer
In this study, the effectiveness of the application of speech-to-text recognition (STR)
technology on enhancing learning and concentration in a calm state of mind, hereafter …

Effect of Computer Multimedia Assisted Word Annotation on Incidental Vocabulary Acquisition of English Reading.

M Han, S Niu - International Journal of Emerging …, 2019 - search.ebscohost.com
This paper aims at researching the effect of computer multimedia assisted word annotation
on incidental vocabulary acquisition of English reading of Chinese students. An empirical …

[PDF][PDF] Exploring the affordances and effectiveness of a digital game in the Chinese dual language immersion classroom

F Poole, J Clarke-Midura, S Ji - Journal of Technology and Chinese …, 2022 - tclt.us
Recent studies have found that Chinese dual language immersion learners tend to lag
behind their peers studying other languages in terms of literacy skills. Yet, teachers cannot …