Investigating effects of digital gamification-based language learning: a systematic review

H Dehganzadeh, H Dehganzadeh - Journal of English Language …, 2020 - elt.tabrizu.ac.ir
The purpose of this study is to investigate and synthesize the trends and key findings of the
studies related to gamification as a new method in the field of learning a Foreign language …

Enhancing EFL vocabulary learning with multimodal cues supported by an educational robot and an IoT-Based 3D book

V Lin, HC Yeh, HH Huang, NS Chen - System, 2022 - Elsevier
Abstract Three-dimensional (3D) books, which feature interactive learning environments for
immersing learners in situated learning, have proven to be an effective mediating tool for …

Facilitating contextual vocabulary learning in a mobile-supported situated learning environment

C Uz Bilgin, ST Tokel - Journal of Educational Computing …, 2019 - journals.sagepub.com
The aim of this study was to investigate how the contextual vocabulary exploration
processes of English as a Foreign Language learners can be facilitated in a mobile …

[HTML][HTML] Connecting the past to the future of computer-assisted language learning: Theory, practice, and research

Y Han - Issues and Trends in Learning …, 2020 - journals.librarypublishing.arizona …
Computer-assisted language learning (CALL) has established itself as a fruitful area of
inquiry that contributes to language education and educational technology. CALL has …

Overcoming socio-technical challenges for cross-cultural collaborative applications

S Sharma, P Kallioniemi, T Heimonen… - Proceedings of the 17th …, 2018 - dl.acm.org
Our research focuses on facilitating access to cross-cultural collaborative applications for
schoolchildren. In this paper, we present two user studies with students from an …

[PDF][PDF] Interactive, authentic, gameful e-learning concepts for the foreign language classroom

L Pihkala-Posti - Developing interreligious competence in teacher …, 2020 - library.oapen.org
Introduction is chapter aims at presenting a sort of snapshot narrative of my current research,
ie some central aspects of my interdisciplinary cumulative dissertation. es pecial f ocus l ies …

CityCompass VR-a collaborative virtual language learning environment

P Kallioniemi, K Ronkainen, J Karhu, S Sharma… - … –INTERACT 2019: 17th …, 2019 - Springer
CityCompass VR is a collaborative virtual language learning environment that utilizes
interactive omnidirectional video (iODV) content. In the application, two remotely located …

Collaborative conversational language learning with CityCompass

P Kallioniemi, S Sharma, J Hakulinen… - Proceedings of the The …, 2016 - dl.acm.org
CityCompass promotes collaborative conversational language learning by means of way-
findings tasks situated in panoramic views of a city. Two remotely located participants have …

Use of Online Gamification Platform in Vocabulary Learning

L Mirzoyeva, SB Kabdrgalinova - The 7th International Conference on …, 2021 - dl.acm.org
The power of gamification can increase student focus and perseverance in learning. By
playing games and allowing failures, namely repeated failures, students can learn from it …

Exploring globally inclusive online collaboration for Indian and Finnish schoolchildren

S Sharma, P Kallioniemi, J Hakulinen… - Proceedings of the 18th …, 2019 - dl.acm.org
We present our exploratory work on globally inclusive online collaboration for
schoolchildren in India and Finland, using CityCompass, an online virtual navigational …