Foreign language learning gamification using virtual reality—a systematic review of empirical research

RD Pinto, B Peixoto, M Melo, L Cabral, M Bessa - Education Sciences, 2021 - mdpi.com
Virtual reality has shown to have great potential as an educational tool when it comes to new
learning methods. With the growth and dissemination of this technology, there is a massive …

The use of serious games in museum visits and exhibitions: A systematic mapping study

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 …

Language-related computer use: Focus on young L2 English learners in Sweden

P Sundqvist, LK Sylvén - ReCALL, 2014 - cambridge.org
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 …

Affect and willingness to communicate in digital game-based learning

H Reinders, S Wattana - ReCALL, 2015 - cambridge.org
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 …

Autonomous language learning with technology

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 …

Challenges in serious game design and development: Educators' experiences

A Dimitriadou, N Djafarova, O Turetken… - Simulation & …, 2021 - journals.sagepub.com
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 …

A mixed-methods study of the incidental acquisition of foreign language vocabulary and healthcare knowledge through serious game play

A Soyoof, BL Reynolds, R Shadiev… - Computer Assisted …, 2024 - Taylor & Francis
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 …

The use of massively multiplayer online role-playing games in CALL: An analysis of research

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) …

How online gamers' participation fosters their team commitment: Perspective of social identity theory

GY Liao, TTL Pham, TCE Cheng, CI Teng - International Journal of …, 2020 - Elsevier
Online games are highly popular applications. While online gamers actively participate in
gaming teams, no study has yet explored whether gamers have sufficient teamwork …

Playing a new game—An argument for a teacher‐focused field around games and play in language education

J York, FJ Poole, JW DeHaan - Foreign Language Annals, 2021 - Wiley Online Library
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 …