I Paliokas, S Sylaiou - … Conference on games and virtual worlds …, 2016 - ieeexplore.ieee.org
Serious Games (SGs) have been widely adopted in cultural settings and museums, especially the last five years. It is expected that SG can link directly the museum content with …
This paper presents findings from a study investigating young English language learners (YELLs) in Sweden in 4th grade (N= 76, aged 10–11). Data were collected with the help of a …
The possible benefits of digital games for language learning and teaching have received increasing interest in recent years. Games are said, amongst others, to be motivating, to …
C Lai - Autonomous Language Learning with Technology, 2017 - torrossa.com
Names: Lai, Chun (Language teacher) author. Title: Autonomous language learning with technology beyond the classroom/Chun Lai. Description: London; New York: Bloomsbury …
Background. Relatively little is known about the role of educators in serious game design and development and their experiences with serious game implementation. We investigate …
While the study of serious games has received due attention, few studies have investigated their potentials of simultaneously offering a route to both content and language acquisition …
M Peterson - Computer Assisted Language Learning, 2016 - Taylor & Francis
Contemporary CALL research reflects renewed interest in digital games. One aspect of this phenomenon namely, use of massively multiplayer online role-playing games (MMORPGs) …
Online games are highly popular applications. While online gamers actively participate in gaming teams, no study has yet explored whether gamers have sufficient teamwork …
In this paper, we argue that current research on games in language education, predominantly framed as “digital game‐based language learning”(DGBLL), is lacking details …