"Game-Enhanced Second Language Vocabulary Acquisition Strategies: A Systematic Review"
written by Anastassiya Yudintseva,
published by Open Journal of Social Sciences, Vol.3 No.10, 2015
has been cited by the following article(s):
  • Google Scholar
  • CrossRef
[1] A Systematic Review of Video Games for Second Language Acquisition
2020
[2] Эффективность использования технологии «развлекательного образования»(edutainment) в обучении иностранному языку
2019
[3] Vocabulary Acquisition in English as a Foreign Language: Digital Gameplaying The Sims
Revista Linguagem & Ensino, 2019
[4] Various Approaches in Teaching Vocabulary
2019
[5] ЭФФЕКТИВНОСТЬ ИСПОЛЬЗОВАНИЯ ТЕХНОЛОГИИ" РАЗВЛЕКАТЕЛЬНОГО ОБРАЗОВАНИЯ"(EDUTAINMENT) В ОБУЧЕНИИ ИНОСТРАННОМУ …
2019
[6] Digital games, foreign language and vocabulary development
2019
[7] e-CALF (Electronic Version of Contextual Attractive Logical Fun) Game as Self-Directed Learning Media for Students in the Digital Era
2019
[8] Towards the Development of an Effective Online Language Learning Model in a University Environment
2019
[9] Classroom Intervention for Integrating Simulation Games into Language Classrooms: An Exploratory Study with the SIMs 4
CALL-EJ, 2019
[10] Impacts of a mind mapping-based contextual gaming approach on EFL students' writing performance, learning perceptions and generative uses in an English course
2019
[11] The Role of Massively Multiplayer Role-Playing Games in Facilitating Vocabulary Acquisition for English Language Learners: A Mixed-Methods Study
2019
[12] A Literature Review on the Impact of Games on Learning English Vocabulary to Children
2019
[13] КОМПЬЮТЕРНЫЕ И МОБИЛЬНЫЕ ПРИЛОЖЕНИЯ В ПРЕПОДАВАНИИ ИНОСТРАННОГО ЯЗЫКА
2018
[14] VIDEO GAMES: THE INTERFACE BETWEEN LANGUAGE LEARNING AND STORYTELLING
2018
[15] Comparative Effectiveness Between Game-Enhanced and Pencil-and-Paper English Vocabulary Learning Approaches
2018
[16] INVESTIGATION OF THE EFFECT OF ORAI SMARTPHONE-BASED APPLICATION ON SPEAKING COMPETENCY FOR ADULT LEARNERS
2018
[17] Interaktivno učenje muzike i engleskog jezika primenom digitalnih medija
2018
[18] The integration of information technology into high school English teaching in China
2018
[19] An Analysis of Morphological Processes of Balinese Dialect of Batukandik
2018
[20] THE EFFECT OF COMPUTER-ASSISTED HIDDEN OBJECT GAME ON VOCABULARY MASTERY OF STUDENTS IN SMP N 3 SUKASADA ACADEMIC YEAR 2017 …
2018
[21] Computer Game-Based Foreign Language Learning: Its Benefits and Limitations
Technology in Education. Innovative Solutions and Practices, 2018
[22] Differences in serious game-aided and traditional English vocabulary acquisition
Computers & Education, 2018
[23] THE EFFECT OF COMPUTER-ASSISTED HIDDEN OBJECT GAME ON VOCABULARY MASTERY OF STUDENTS IN SMP N 3 SUKASADA ACADEMIC …
2018
[24] GAMIFIED TRAINING SESSIONS AS MEANS OF ENHANCING STUDENTS'MOTIVATION IN LEARNING ENGLISH
2018
[25] Facultad de Ciencias Sociales y Humanísticas
2017
[26] English Vocabulary Learning Strategies Used by Eleventh Grade Students of SMK N 2 Salatiga
2017
[27] The role of video games in learning EFL
2017
[28] Language Learning Enhanced by Massive Multiple Online Role-Playing Games (MMORPGs) and the Underlying Behavioral and Neural Mechanisms
Frontiers in human neuroscience, 2017
[29] RECURSOS DIGITAIS PARA O ENSINO E APRENDIZAGEM DE INGLÊS
2017
[30] Efficacy of Computer Games on Language Learning
2017
[31] PROYECTO DE TITULACIÓN
2017
[32] Using Online Computer Games in the ELT Classroom: A Case Study
English Language Teaching, 2017
[33] VOCABULÁRIO EM INGLÊS COMO LÍNGUA ESTRANGEIRA: UM BREVE ESTADO DA ARTE NO BRASIL
2017
[34] Using Online Computer Games in the ELT Classroom: A Case Study.
English Language Teaching, 2017
[35] Efficacy of Computer Games on Language Learning.
Turkish Online Journal of Educational Technology - TOJET, 2017
[36] JOGOS EDUCACIONAIS: CONTRIBUIÇÕES DA NEUROCIÊNCIA À APRENDIZAGEM
2016