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Digital game-based vocabulary learning: where are we and where are we going?

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Read on this site (16)

Joni Tzuchen Tang. (2023) Comparative study of game-based learning on preschoolers’ English vocabulary acquisition in Taiwan. Interactive Learning Environments 31:4, pages 1958-1973.
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Hao-Jan Howard Chen, Hsiao-Ling Hsu & Zhi-Hong Chen. (2023) A study on the effect of adding L1 glosses in the subtitle of an adventure game for vocabulary learning. Interactive Learning Environments 31:4, pages 1889-1905.
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Kuo-Wei Kyle Lai & Hao-Jan Howard Chen. (2023) A comparative study on the effects of a VR and PC visual novel game on vocabulary learning. Computer Assisted Language Learning 36:3, pages 312-345.
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Ali Soyoof, Barry Lee Reynolds, Kan Kan Chan, Wen-Ta Tseng & Kate McLay. (2023) Massive online multiplayer games as an environment for English learning among Iranian EFL students. Computer Assisted Language Learning 0:0, pages 1-44.
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Ruofei Zhang & Di Zou. (2022) A state-of-the-art review of the modes and effectiveness of multimedia input for second and foreign language learning. Computer Assisted Language Learning 35:9, pages 2790-2816.
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Ruofei Zhang, Di Zou & Haoran Xie. (2022) Spaced repetition for authentic mobile-assisted word learning: nature, learner perceptions, and factors leading to positive perceptions. Computer Assisted Language Learning 35:9, pages 2593-2626.
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Ruofei Zhang & Di Zou. (2022) Types, features, and effectiveness of technologies in collaborative writing for second language learning. Computer Assisted Language Learning 35:9, pages 2391-2422.
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Yi Song, Jesse R. Sparks & Danielle Guzman-Orth. (2022) Investigating student performance on an assessment tool to support the development of English learners’ argumentation skills. Computer Assisted Language Learning 35:9, pages 2291-2311.
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Amin Rasti-Behbahani & Maryam Shahbazi. (2022) Investigating the effectiveness of a digital game-based task on the acquisition of word knowledge. Computer Assisted Language Learning 35:8, pages 1920-1945.
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Di Zou, Shuqiong Luo, Haoran Xie & Gwo-Jen Hwang. (2022) A systematic review of research on flipped language classrooms: theoretical foundations, learning activities, tools, research topics and findings. Computer Assisted Language Learning 35:8, pages 1811-1837.
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Fan Su & Di Zou. (2022) Technology-enhanced collaborative language learning: theoretical foundations, technologies, and implications. Computer Assisted Language Learning 35:8, pages 1754-1788.
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Ming-Puu Chen, Li-Chun Wang, Di Zou, Shu-Yuan Lin, Haoran Xie & Chin-Chung Tsai. (2022) Effects of captions and English proficiency on learning effectiveness, motivation and attitude in augmented-reality-enhanced theme-based contextualized EFL learning. Computer Assisted Language Learning 35:3, pages 381-411.
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Qing-Ke Fu, Di Zou, Haoran Xie & Gary Cheng. (2022) A review of AWE feedback: types, learning outcomes, and implications. Computer Assisted Language Learning 0:0, pages 1-43.
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Yingxu Tao & Bin Zou. (2021) Students’ perceptions of the use of Kahoot! in English as a foreign language classroom learning context. Computer Assisted Language Learning 0:0, pages 1-20.
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Zhanni Luo. (2023) The Effectiveness of Gamified Tools for Foreign Language Learning (FLL): A Systematic Review. Behavioral Sciences 13:4, pages 331.
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Maria Baltzaki & Elissavet Chlapana. (2023) Fostering receptive vocabulary development of kindergarten children with the use of Information and Communication Technologies (ICT). Education and Information Technologies.
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Ritesh Chugh & Darren Turnbull. (2023) Gamification in education: A citation network analysis using CitNetExplorer. Contemporary Educational Technology 15:2, pages ep405.
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Laura Diprossimo, Anastasia Ushakova, Jennifer Zoski, Harrison Gamble, Robin Irey & Kate Cain. (2023) The associations between child and item characteristics, use of vocabulary scaffolds, and reading comprehension in a digital environment: Insights from a big data approach. Contemporary Educational Psychology 73, pages 102165.
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İbrahim Yaşar Kazu & Murat Kuvvetli. (2023) A triangulation method on the effectiveness of digital game-based language learning for vocabulary acquisition. Education and Information Technologies.
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Asif Ali Wagan, Abdullah Ayub Khan, Yen-Lin Chen, Por Lip Yee, Jing Yang & Asif Ali Laghari. (2023) Artificial Intelligence-Enabled Game-Based Learning and Quality of Experience: A Novel and Secure Framework (B-AIQoE). Sustainability 15:6, pages 5362.
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Hsu-Chan Kuo, Tzu-Lien Weng, Chih-Ching Chang & Chu-Yang Chang. (2023) Designing Our Own Board Games in the Playful Space: Improving High School Student’s Citizenship Competencies and Creativity through Game-Based Learning. Sustainability 15:4, pages 2968.
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Suleyman C. Gurbuz & Metin Celik. (2022) Serious games in future skills development: A systematic review of the design approaches. Computer Applications in Engineering Education 30:5, pages 1591-1612.
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Alexia Larchen Costuchen, Larkin Cunningham & Juan Carlos Tordera Yllescas. (2022) Bunker-Room Mnemonics for Second-Language Vocabulary Recall. International Journal of Virtual and Augmented Reality 6:1, pages 1-13.
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Xiao Lei, Jalil Fathi, Shabnam Noorbakhsh & Masoud Rahimi. (2022) The Impact of Mobile-Assisted Language Learning on English as a Foreign Language Learners’ Vocabulary Learning Attitudes and Self-Regulatory Capacity. Frontiers in Psychology 13.
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Yang Cao, Shao‐Ying Gong, Zhen Wang, Yang Cheng & Yan‐Qing Wang. (2022) More challenging or more achievable? The impacts of difficulty and dominant goal orientation in leaderboards within educational gamification. Journal of Computer Assisted Learning 38:3, pages 845-860.
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Yu-Jiao Liu, Ying-Ge Zhou, Qi-Long Li & Xin-Dong Ye. (2022) Impact Study of the Learning Effects and Motivation of Competitive Modes in Gamified Learning. Sustainability 14:11, pages 6626.
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Jose Belda-Medina & José Ramón Calvo-Ferrer. (2022) Preservice Teachers’ Knowledge and Attitudes toward Digital-Game-Based Language Learning. Education Sciences 12:3, pages 182.
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Xieling Chen, Di Zou, Lucas Kohnke, Haoran Xie & Gary Cheng. (2021) Affective states in digital game-based learning: Thematic evolution and social network analysis. PLOS ONE 16:7, pages e0255184.
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Juan Chen, Shuxia Yang & Bing Mei. (2021) Towards the Sustainable Development of Digital Educational Games for Primary School Students in China. Sustainability 13:14, pages 7919.
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Ricardo Fabrizio Martínez-ValenciaPhDPhD, José Antonio Montero-ValverdePhDPhD, Miriam Martínez-ArroyoPhDPhD & Juan Miguel Hernández-BravoPhDPhD. (2021) App design for teaching academic English vocabulary using spaced repetition method. Revista de Tecnologías Computacionales, pages 11-20.
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Chih-Cheng Tsai, Yuh-Min Cheng, Yu-Shan Tsai & Shi-Jer Lou. (2021) Impacts of AIOT Implementation Course on the Learning Outcomes of Senior High School Students. Education Sciences 11:2, pages 82.
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Muhterem Dindar, Lei Ren & Hanna Järvenoja. (2020) An experimental study on the effects of gamified cooperation and competition on English vocabulary learning. British Journal of Educational Technology 52:1, pages 142-159.
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Ruofei Zhang, Gary Cheng & Xieling Chen. (2020) Game-based self-regulated language learning: Theoretical analysis and bibliometrics. PLOS ONE 15:12, pages e0243827.
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Serkan Yeşilbağ, Özgen Korkmaz & Recep Çakir. (2020) The effect of educational computer games on students’ academic achievements and attitudes towards English lesson. Education and Information Technologies 25:6, pages 5339-5356.
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Huili Chen, Hae Won Park & Cynthia Breazeal. (2020) Teaching and learning with children: Impact of reciprocal peer learning with a social robot on children’s learning and emotive engagement. Computers & Education 150, pages 103836.
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Qi-Fan Yang, Shao-Chen Chang, Gwo-Jen Hwang & Di Zou. (2020) Balancing cognitive complexity and gaming level: Effects of a cognitive complexity-based competition game on EFL students' English vocabulary learning performance, anxiety and behaviors. Computers & Education 148, pages 103808.
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