Crossref Citations
This article has been cited by the following publications. This list is generated based on data provided by
Crossref.
Yudintseva, Anastassiya
2015.
Synthesis of Research on Video Games for the Four Second Language Skills and Vocabulary Practice.
Open Journal of Social Sciences,
Vol. 03,
Issue. 11,
p.
81.
Yudintseva, Anastassiya
2015.
Game-Enhanced Second Language Vocabulary Acquisition Strategies: A Systematic Review.
Open Journal of Social Sciences,
Vol. 03,
Issue. 10,
p.
101.
Reinders, Hayo
2016.
Language and Technology.
p.
1.
Sundqvist, Pia
and
Sylvén, Liss Kerstin
2016.
Extramural English in Teaching and Learning.
p.
19.
Reinders, Hayo
and
Benson, Phil
2017.
Research agenda: Language learning beyond the classroom.
Language Teaching,
Vol. 50,
Issue. 4,
p.
561.
Hong, Ji Sun
Han, Doug Hyun
Kim, Young In
Bae, Su Jin
Kim, Sun Mi
and
Renshaw, Perry
2017.
English language education on-line game and brain connectivity.
ReCALL,
Vol. 29,
Issue. 1,
p.
3.
Reinders, Hayo
2017.
Language, Education and Technology.
p.
329.
Melchor-Couto, Sabela
2017.
Foreign language anxiety levels in Second Life oral interaction.
ReCALL,
Vol. 29,
Issue. 1,
p.
99.
York, James
and
deHaan, Jonathan William
2018.
A Constructivist Approach to Game-Based Language Learning.
International Journal of Game-Based Learning,
Vol. 8,
Issue. 1,
p.
19.
Yang, J. C.
Lin, M. Y. D.
and
Chen, S. Y.
2018.
Effects of anxiety levels on learning performance and gaming performance in digital game‐based learning.
Journal of Computer Assisted Learning,
Vol. 34,
Issue. 3,
p.
324.
Hung, Hsiu-Ting
Yang, Jie Chi
Hwang, Gwo-Jen
Chu, Hui-Chun
and
Wang, Chun-Chieh
2018.
A scoping review of research on digital game-based language learning.
Computers & Education,
Vol. 126,
Issue. ,
p.
89.
Barcelos, Ana Maria F.
and
Aragão, Rodrigo Camargo
2018.
Emotions in Language Teaching: A Review of Studies on Teacher Emotions in Brazil.
Chinese Journal of Applied Linguistics,
Vol. 41,
Issue. 4,
p.
506.
Turner, Patrick E.
Johnston, Elizabeth
Kebritchi, Mansureh
Evans, Sally
Heflich, David A.
and
Wang, Shuyan
2018.
Influence of online computer games on the academic achievement of nontraditional undergraduate students.
Cogent Education,
Vol. 5,
Issue. 1,
p.
1437671.
Melchor-Couto, Sabela
2018.
Virtual world anonymity and foreign language oral interaction.
ReCALL,
Vol. 30,
Issue. 2,
p.
232.
Bárkányi, Zsuzsanna
2018.
Innovative language teaching and learning at university: integrating informal learning into formal language education.
p.
9.
Lee, Ju Seong
and
Dressman, Mark
2018.
When IDLE Hands Make an English Workshop: Informal Digital Learning of English and Language Proficiency.
TESOL Quarterly,
Vol. 52,
Issue. 2,
p.
435.
Li, Juan
2019.
Handbook of Research on Integrating Digital Technology With Literacy Pedagogies.
p.
472.
Melchor-Couto, Sabela
2019.
Virtual worlds and language learning.
Journal of Gaming & Virtual Worlds,
Vol. 11,
Issue. 1,
p.
29.
Ibrahim, Karim Hesham Shaker
2019.
Assessing the Effectiveness of Virtual Technologies in Foreign and Second Language Instruction.
p.
216.
Fu, Qing-Ke
Lin, Chi-Jen
Hwang, Gwo-Jen
and
Zhang, Lixin
2019.
Impacts of a mind mapping-based contextual gaming approach on EFL students’ writing performance, learning perceptions and generative uses in an English course.
Computers & Education,
Vol. 137,
Issue. ,
p.
59.