Massively Multiplayer Online Role Playing Games (MMORPGs) and the 21st century skills: A comprehensive research review from 2010 to 2016

T Sourmelis, A Ioannou, P Zaphiris - Computers in Human Behavior, 2017 - Elsevier
In the past decade, there has been increasing interest in studying the educational
affordances of Multiplayer Online Role Playing Games (MMORPGs). Using the KSAVE …

Second language learning in the context of massively multiplayer online games: A scoping review

N Jabbari, ZR Eslami - ReCALL, 2019 - cambridge.org
This review examines the second language acquisition (SLA) literature with regard to the
role of “massively multiplayer online games”(MMOGs) in second language (L2) learning. It …

An approach to digital game-based learning: Video-games principles and applications in foreign language learning

R Casañ-Pitarch - Journal of Language Teaching and Research …, 2018 - riunet.upv.es
[EN]¿ During the present decade, researchers and educators of different fields have
increased their attention towards digital game-based learning. The rise of interest towards …

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) …

Games as playful learning: Implications of developmental theory for game-based learning

BD Homer, C Raffaele… - Handbook of game-based …, 2020 - books.google.com
Although it can be easy to recognize, play is notoriously difficult to define. In his influential
book Homo Ludens, Johan Huizinga (1949) points out the inadequacy of attempts to …

Virtual Worlds for Collaborative Learning: Arab EFL Learners' Attitudes.

Y Alshumaimeri, A Gashan, E Bamanger - World Journal on Educational …, 2019 - ERIC
In the Arab world, there is a lack of research investigating the use of virtual games to support
learning English as a foreign language (EFL). The aim of this study was to examine EFL …

Game on!: Investigating digital game-based versus gamified learning in higher education

P Bawa - International Journal of Game-Based Learning (IJGBL), 2020 - igi-global.com
Today, there is growing interest in digital game-based learning (DGBL) due to the increase
in the variety of educational and commercial games available. Literature indicates that video …

Applying massively multiplayer online games (MMOGs) in EFL teaching

H Azman, N Farhana Dollsaid - Arab World English Journal (AWEJ …, 2018 - papers.ssrn.com
This article explores the use of massively multiplayer online games (MMOGs) as a type of
serious games that have English as a Foreign Language (EFL) learning potentials. It …

[HTML][HTML] Fostering innovation, transition, and the reconstruction of forestry: critical thinking and transdisciplinarity in forest education with strategy games

PO Waeber, M Melnykovych, E Riegel, LV Chongong… - Forests, 2023 - mdpi.com
Forest education plays a crucial role in achieving the Sustainable Development Goals and
promoting sustainable forest management amidst global challenges. However, existing …

The Effect of 3D Virtual Learning Environment on Secondary School Third Grade Students' Attitudes toward Mathematics.

I Simsek - Turkish Online Journal of Educational Technology …, 2016 - ERIC
With this research, in Second Life environment which is a three dimensional online virtual
world, it is aimed to reveal the effects of student attitudes toward mathematics courses and …