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 …

A scoping review of digital game-based technology on English language learning

Z Xu, Z Chen, L Eutsler, Z Geng, A Kogut - … Technology Research and …, 2020 - Springer
Learning with games has been increasing in practice, but studies of the features and
learning outcomes involving digital games to develop language learning are scarce. This …

[HTML][HTML] Exploring the potential of digital game-based vocabulary learning: A systematic review

G Vnucko, B Klimova - Systems, 2023 - mdpi.com
Constant technological development creates the need for continual optimization of the
educational process to achieve educational objectives with the highest possible efficiency …

[HTML][HTML] An artificial vocabulary learning assistant

P Polyzi, L Moussiades - Education and Information Technologies, 2023 - Springer
This article presents an online application developed to improve vocabulary learning
through games, quizzes and interaction with a chatbot. The application was tested …

Hospitality school students' perception on the use of wordwall to enrich students' work-ready vocabulary mastery

NN Arsini, MH Santosa… - Elsya: Journal of …, 2022 - pustaka-psm.unilak.ac.id
This study addressed the gap of research on the innovative learning medium Wordwall for
working adult learners by investigating the perceptions of students of Apollonia Hotel School …

Digital game-based technology for English language learning in preschools and primary schools: A systematic analysis

CA Ongoro, YY Fanjiang - IEEE Transactions on Learning …, 2023 - ieeexplore.ieee.org
This article aims to provide a systematic review of existing research on the use of digital
game-based learning (DGBL) technology for foreign language (English) in preschool and …

Kaiser-Meyer-Olkin factor analysis: a quantitative approach on mobile gaming addiction using random forest classifier

J Costales, JJJ Catulay, J Costales… - Proceedings of the 6th …, 2022 - dl.acm.org
Technology allows us to progress and innovate in today's world, which advances at a faster
pace. We innovate from traditional to digital life with the use of technology. There have been …

Jubileo: an immersive simulation framework for social robot design

JA Bottega, VA Kich, JC Jesus, R Steinmetz… - Journal of Intelligent & …, 2023 - Springer
This paper introduces Jubileo, an open-source simulated humanoid robot as a framework
for the development of human-robot interaction applications. By leveraging the power of the …

Online learning paradigm in elementary schools: an evaluation by teachers in Indonesia during the covid-19 pandemic

I Fauzi, H Salim, U Syafrudin - Jurnal Iqra' …, 2021 - journal.iaimnumetrolampung.ac.id
This research aims to explain in detail the evaluation of online learning in elementary
schools during the COVID-19 pandemic in Indonesia. This research used a quantitative …

[HTML][HTML] Cognitive Gain in Digital Foreign Language Learning

B Klimova, M Pikhart - Brain sciences, 2023 - mdpi.com
This systematic review examines the potential of digital language learning in contributing to
students' cognitive gains. The study reviews existing research on the relationship between …