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Articles

Foreign ludicity in online role-playing games

Pages 455-473 | Received 13 Apr 2011, Accepted 31 Aug 2011, Published online: 13 Oct 2011

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Articles from other publishers (21)

Duy Khiem Tran. (2023) Digital Games and Second Language Learning among Tertiary-level EFL Learners: A Critical Review. EIKI Journal of Effective Teaching Methods 1:2.
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Chunping Zheng, Miao Yu, Zhiyan Guo, Hanyong Liu, Mengya Gao & Ching Sing Chai. (2023) Review of the application of virtual reality in language education from 2010 to 2020. Journal of China Computer-Assisted Language Learning 2:2, pages 299-335.
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Houman BİJANİ & Masoumeh ABBASİ. (2022) Exploring how the use of a simulation technique can affect EFL students’ willingness to communicateExploring how the use of a simulation technique can affect EFL students’ willingness to communicate. International Journal of Assessment Tools in Education 9:3, pages 613-630.
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Praveen M Kulkarni, L. V Appasaba, Prayag Gokhale & Basavaraj Tigadi. (2022) Role of digital simulation in employee training. Global Transitions Proceedings 3:1, pages 149-156.
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Terence Govender & Joan Arnedo-Moreno. (2021) An Analysis of Game Design Elements Used in Digital Game-Based Language Learning. Sustainability 13:12, pages 6679.
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Mei-Ya Liang. (2021) Pragmatic socialization through gameplay directives: Multimodal conversation analysis of avatar-embodied interactions. Journal of Pragmatics 171, pages 36-48.
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Frederick J. Poole & Jody Clarke-Midura. (2020) A Systematic Review of Digital Games in Second Language Learning Studies. International Journal of Game-Based Learning 10:3, pages 1-15.
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Zhihong Xu, Zhuo Chen, Lauren Eutsler, Zihan Geng & Ashlynn Kogut. (2019) A scoping review of digital game-based technology on English language learning. Educational Technology Research and Development 68:3, pages 877-904.
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L. V. Kapustina & I. A. Martynova. 2020. Digital Transformation of the Economy: Challenges, Trends and New Opportunities. Digital Transformation of the Economy: Challenges, Trends and New Opportunities 444 454 .
Ying Xie, Lanhui Ryder & Yan Chen. (2019) Using Interactive Virtual Reality Tools in an Advanced Chinese Language Class: a Case Study. TechTrends 63:3, pages 251-259.
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Julie M. Sykes. (2019) Emergent Digital Discourses: What Can We Learn From Hashtags and Digital Games to Expand Learners’ Second Language Repertoire?. Annual Review of Applied Linguistics 39, pages 128-145.
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Mei-Ya Liang. (2018) Beyond elocution: Multimodal narrative discourse analysis of L2 storytelling. ReCALL 31:01, pages 56-74.
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Anastasia RothoniAnastasia Rothoni. 2019. Teenagers’ Everyday Literacy Practices in English. Teenagers’ Everyday Literacy Practices in English 143 179 .
Hsiu-Ting Hung, Jie Chi Yang, Gwo-Jen Hwang, Hui-Chun Chu & Chun-Chieh Wang. (2018) A scoping review of research on digital game-based language learning. Computers & Education 126, pages 89-104.
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Olga Mantziou, Nikiforos M. Papachristos & Tassos A. Mikropoulos. (2018) Learning activities as enactments of learning affordances in MUVEs: A review-based classification. Education and Information Technologies 23:4, pages 1737-1765.
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Julie M. Sykes. (2018) Digital games and language teaching and learning. Foreign Language Annals 51:1, pages 219-224.
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Hsiu-Ting Hung, Jo-Ling Chang & Hui-Chin Yeh. (2016) A Review of Trends in Digital Game-Based Language Learning Research. A Review of Trends in Digital Game-Based Language Learning Research.
Mei-Ya Liang. (2015) Viewpoints in multimodal storytelling: From sensation to narration. Language & Communication 42, pages 23-35.
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Aurore Mroz. (2014) 21st Century Virtual Language Learning Environments (VLLEs). Language and Linguistics Compass 8:8, pages 330-343.
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Alastair Henry. 2014. Motivation and Foreign Language Learning. Motivation and Foreign Language Learning 93 116 .
Mei-Ya Liang. (2013) Rethinking Authenticity: Voice and Feedback in Media Discourse. Computers and Composition 30:3, pages 157-179.
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