The effects of a game-enhanced learning intervention on foreign language learning

Author:

Aydın Seda Musaoğlu,Çakır Nur AkkuşORCID

Publisher

Springer Science and Business Media LLC

Subject

Education

Reference103 articles.

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2. Bakar, A., Inal, Y. & Cagiltay, K. (2006). Use of commercial games for educational purposes: Will today’s teacher candidates use them in the future? In E. Pearson & P. Bohman (Eds.), Proceedings of world conference on educational multimedia, hypermedia and telecommunications 2006 (pp. 1757–1762). AACE.

3. Ballou, K. (2009). Language learner experiences in an online virtual world. The JALT CALL Journal, 5(2), 61–70.

4. Barbour, M., Evans, M., & Toker, S. (2009). Making sense of video games: pre-service teachers struggle with this new medium. In K. McFerrin, R. Weber, R. Carlsen, & D. A. Willis (Eds.), Proceedings of the 20th international conference of the society of informational technology and teacher education (pp. 1367–1371). AACE.

5. Boland, D. (2021). The use of video games in teaching EFL students to write arguments (Order No. 28774898). Available from ProQuest Dissertations & Theses Global. (2607731803). Retrieved from https://www.proquest.com/dissertations-theses/use-video-games-teaching-efl-students-write/docview/2607731803/se-2?accountid=13014

Cited by 2 articles. 订阅此论文施引文献 订阅此论文施引文献,注册后可以免费订阅5篇论文的施引文献,订阅后可以查看论文全部施引文献

1. How Does Gamified L2 Learning Enhance Motivation and Engagement;Fostering Foreign Language Teaching and Learning Environments With Contemporary Technologies;2024-02-09

2. Technology-enhanced language learning with null and negative results since 2000: A systematic review based on the activity theory;Education and Information Technologies;2023-07-13

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