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Articles

Exploiting adventure video games for second language vocabulary recall: a mixed-methods study

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Pages 61-75 | Received 25 Mar 2017, Accepted 18 Jul 2017, Published online: 31 Jul 2017

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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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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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Nuri Kara. (2022) A Mixed-Methods Study of Cultural Heritage Learning through Playing a Serious Game. International Journal of Human–Computer Interaction 0:0, pages 1-12.
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Ali Soyoof, Barry Lee Reynolds, Rustam Shadiev & Boris Vazquez-Calvo. (2022) A mixed-methods study of the incidental acquisition of foreign language vocabulary and healthcare knowledge through serious game play. Computer Assisted Language Learning 0:0, pages 1-34.
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Articles from other publishers (12)

Ruofei Zhang, Di Zou & Gary Cheng. (2023) Learner engagement in digital game-based vocabulary learning and its effects on EFL vocabulary development. System, pages 103173.
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Yupeng Lin & Zhonggen Yu. (2023) A Meta-analysis Evaluating the Effectiveness of Instructional Video Technologies. Technology, Knowledge and Learning.
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Amin Rasti-Behbahani. 2023. Vocabulary Learning in the Wild. Vocabulary Learning in the Wild 163 189 .
Barry Lee Reynolds. 2023. Vocabulary Learning in the Wild. Vocabulary Learning in the Wild 1 63 .
Léa Martinez, Manuel Gimenes & Eric Lambert. (2022) Entertainment Video Games for Academic Learning: A Systematic Review. Journal of Educational Computing Research 60:5, pages 1083-1109.
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Timothy Teo, Saeed Khazaie & Ali Derakhshan. (2022) Exploring teacher immediacy-(non)dependency in the tutored augmented reality game-assisted flipped classrooms of English for medical purposes comprehension among the Asian students. Computers & Education 179, pages 104406.
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Jianshu Qiao, John R. Woodward & Atm S. Alam. 2022. Handbook of Research on Acquiring 21st Century Literacy Skills Through Game-Based Learning. Handbook of Research on Acquiring 21st Century Literacy Skills Through Game-Based Learning 455 471 .
José Ramón Calvo-Ferrer & Jose Belda-Medina. (2021) The Effect of Multiplayer Video Games on Incidental and Intentional L2 Vocabulary Learning: The Case of Among Us. Multimodal Technologies and Interaction 5:12, pages 80.
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Mostafa Janebi Enayat & Ali Derakhshan. (2021) Vocabulary size and depth as predictors of second language speaking ability. System 99, pages 102521.
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James York. (2020) Pedagogical considerations for teaching with games: Improving oral proficiency with self-transcription, task repetition, and online video analysis. Ludic Language Pedagogy 2, pages 225-255.
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Jonathan deHaan. (2020) Game-based language teaching is vaporware (Part 2 of 2): It’s time to ship or shut down. Ludic Language Pedagogy 2, pages 140-161.
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Steven H. Urueta & Tetsuro Ogi. 2020. Advances in Networked-based Information Systems. Advances in Networked-based Information Systems 359 368 .

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