Open Journal of Social Sciences

Open Journal of Social Sciences

ISSN Print: 2327-5952
ISSN Online: 2327-5960
www.scirp.org/journal/jss
E-mail: jss@scirp.org
"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] Digital game-based language learning for vocabulary development
… and Education Open, 2024
[2] Visualizing Research Trends in English Language Teaching (ELT) From 2013 to 2022: A Bibliometric Analysis
SAGE Open, 2024
[3] The Development and Effectiveness of Game-Based Learning Prototypes for Daily Life Words at B1 Level: A Case Study of Engineering Students in Thailand
English Language Teaching, 2024
[4] The Impact of Social Media and Electronic Literature on Literary Studies, Language Learning and Acculturation: A Study Conducted in South India
World, 2024
[5] Students' Perception of The Genshin Impact Game in Their Vocabulary Mastery and 21st-Century Skills
Jurnal Onoma: Pendidikan …, 2024
[6] The Use of Trace Effect Game to Increase Student's Vocabulary
2024
[7] S2-oppija mukana Fortnite-pelikeskustelussa: sanahaut, korjaukset ja kielenoppimisen mahdollisuudet
2024
[8] Analytic linguistic approach and speaking skill
2024
[9] Mexican Emergent Bilingual Students and Their Out-Of-School Digital Media Experiences for In-School Language Development: A Focused Ethnographic Case Study …
2023
[10] INVESTIGATING METACOGNITIVE STRATEGIES IN VOCABULARY ACQUISITION BY EIGHT GRADE STUDENTS OF SMP N 12 SEMARANG
UNNES-TEFLIN National Conference, 2023
[11] EFL STUDENTS'PERCEPTION ON ENGLISH LEARNING MEDIA: WORD BANK
Jurnal JOEPALLT (Journal of …, 2023
[12] Using Story Driven Game to Improve Students' Vocabulary Mastery
2023
[13] USING DIGITAL TECHNOLOGIES IN TEACHING VOCABULARY IN ENGLISH LESSONS
Herald pedagogiki. Nauka i Praktyka, 2023
[14] EFFECTIVE METHODS OF TEACHING ENGLISH VOCABULARY USING DIGITAL TECHNOLOGIES IN TECHNICAL INSTITUTIONS
Herald pedagogiki. Nauka i Praktyka, 2023
[15] Retinentia, soporte computacional basado en metacognición: carga cognitiva y adquisición de vocabulario en latín.
2023
[16] Incidental learning of English vocabulary through online computer games: a research study with Palestinian elementary students
2023
[17] THE IMPACT OF EDUCATIONAL GAMES ON ENHANCING ENGLISH LANGUAGE LEARNING ABILITIES
Научный Фокус, 2023
[18] Exploring the integration of informal language learning experiences in commercial off-the-shelf games into formal language learning settings
2023
[19] Designing Lexicogrammar Microlearning-Based Materials Infused With Listening Skills For 7th Graders
International Journal of …, 2023
[20] Exploring the Practices of Digital Game-based Language Learning through Action Research
2023
[21] Designing and Evaluating a 3D Virtual World Game for English Language Learning: A Learning Experience Design Approach
The Journal of Applied Instructional Design, 2023
[22] Defining Game-Mediated Second and Foreign Language Teaching and Learning: A Review
International Journal of Game-Based Learning …, 2023
[23] Mapping the research trends of digital game-based language learning (DGBLL): a scientometrics review
Computer Assisted Language …, 2023
[24] Exploring the potential of digital game-based vocabulary learning: A systematic review
Systems, 2023
[25] A systematic review of theory-informed design and implementation of digital game-based language learning
Digital Games in Language Learning, 2023
[26] The effects of a game-enhanced learning intervention on foreign language learning
Educational technology research and development, 2022
[27] Digital games, literacy and language learning in L1 and L2: A comparative review
L1-Educational Studies in …, 2022
[28] Effects of educational video games on English vocabulary learning and retention
… Journal of Technology in Education (IJTE), 2022
[29] A Review on Vocabulary Learning-Designed MALL Applications in the EFL Context
Theory and Practice in Language …, 2022
[30] DIGITAL GAMES, LITERACY AND LANGUAGE LEARNING IN L1 AND L2
2022
[31] La alfabetización de adultos en lengua extranjera con herramientas digitales
… Nebrija de Lingüística Aplicada a la …, 2022
[32] La instrucción diferenciada en el desarrollo de la producción escrita del idioma inglés.
2022
[33] Influence of idioms in speaking.
2022
[34] Authentic Computer Simulation Games And Vocabulary Learning: An Exploratory Case Study
2022
[35] Strategies of Learning English Vocabulary and Grammar by Freshmen University Students: A Case Study of An-Najah National University and Palestine Technical …
International Journal of Linguistics …, 2022
[36] Digital games, literacy and language learning in L1 and L2: A comparative systematic review
L1-Educational Studies in Language …, 2022
[37] A Bibliometric Analysis of Digital Game-Based Language Learning to Support Future Language Learning
Proceedings of the 7th …, 2022
[38] Developing English Pronunciation through Animation and YouTube Videos
Arab World English Journal (AWEJ) Volume, 2022
[39] Adult literacy in a foreign language with digital tools
Revista Nebrija de Lingüística Aplicada a la Ense?anza de Lenguas (RNAEL), 2022
[40] Effects of Educational Video Games on English Vocabulary Learning and Retention.
International Journal of Technology in Education, 2022
[41] Hasil Turnitin A Bibliometric Analysis of Digital Game-Based Language Learning to Support Future Language Learning---(SC dari Penerbit)
2022
[42] Designing a Digital Game to Foster International English Language Learners' Language-Related Episodes: A Design-Based Research Approach
2022
[43] SUS-GSLA: a New Assessment Tool for Evaluating the Gamified SLA System Design
한국과학예술융합학회, 2022
[44] Dimensions of Social Interaction in Second Language Learning
2021
[45] Video Games in the Development of Cognitive Skills Relevant for Language Learning: A Systematic Review
Multimodality, Digitalization and Cognitivity …, 2021
[46] Using Community of Inquiry to Scaffold Language Learning in Out-of-School Gaming: A Case Study
2021
[47] The Effects of Educational Games on EFL Vocabulary Learning of Early Childhood Students with Learning Disabilities: A Systematic Review and Meta-analysis
2021
[48] EFL Learners' Beliefs Concerning the Effects of Accumulative Gaming Experiences on the Development of their Linguistic Competence.
2020
[49] La Poesía Infantil en el desarrollo del vocabulario del idioma inglés.
2020
[50] The Using of SAVI (Somatic, Auditory, Visual and Intellectual approach) in Improving Vocabulary, Listening and Creative Thinking Skills of Elementary Stage Pupils
2020
[51] Online Games for Primary School Vocabulary Teaching and Learning: A Literature Review
2020
[52] English Learners' Perceptions of Video Games as a Medium for Learning and Integration into the English Curriculum1
MEXTESOL Journal, 2020
[53] VOCABULARY LEARNING AND RETENTION: A COMPARISON BETWEEN A SERIOUS GAME AND MOBILE APPLICATION
2020
[54] Лінгвістичні засади формування неологізмів у кіберспортивній лексиці
2020
[55] Desenvolvimento de videojogo para o ensino da língua inglesa
2020
[56] Use of Digital Games in Teaching Vocabulary to Young Learners
2020
[57] Playing with e-CALF:“Regulate My Own Learning.”
2020
[58] Inclusive Language Education and Digital Games: A Literature Review and EFL Students' Perceptions
2020
[59] Playing with e-CALF:“Regulate My Own Learning”
2020
[60] CORPUS SOFTWARE IN EFL TEACHING: EXAMINATION OF LANGUAGE EXPOSURE
2020
[61] Investigating the Impact of Integrating Vocabulary Exercises Into an Adventure Video Game on Second Vocabulary Learning
2020
[62] Использование корпусных технологий в обучении профессионально ориентированному иностранному языку: анализ содержания учебных материалов
2020
[63] Game-Based Language Learning in ESL Classrooms: Effective Interventions and Influences on Students' Vocabulary Acquisition, Communicative Competence …
2020
[64] Interactive Learning in the medical English classroom
Universal Journal of Educational Research, 2020
[65] English Learners' Perceptions of Video Games as a Medium for Learning and Integration into the English Curriculum.
MEXTESOL Journal, 2020
[66] EFL Learners' Perceptions towards Using Mobile Language Learning Applications in Improving Vocabulary Acquisition Case of Master One Students of Linguistics at …
2020
[67] A study on the effect of adding L1 glosses in the subtitle of an adventure game for vocabulary learning
2020
[68] A Systematic Review of Video Games for Second Language Acquisition
2020
[69] Digital Games for Vocabulary Acquisition in Learning English as a Foreign/Second Language
2020
[70] Эффективность использования технологии «развлекательного образования»(edutainment) в обучении иностранному языку
2019
[71] Vocabulary Acquisition in English as a Foreign Language: Digital Gameplaying The Sims
Revista Linguagem & Ensino, 2019
[72] Various Approaches in Teaching Vocabulary
2019
[73] ЭФФЕКТИВНОСТЬ ИСПОЛЬЗОВАНИЯ ТЕХНОЛОГИИ" РАЗВЛЕКАТЕЛЬНОГО ОБРАЗОВАНИЯ"(EDUTAINMENT) В ОБУЧЕНИИ ИНОСТРАННОМУ …
2019
[74] Vocabulary Acquisition in English as a Foreign Language: Digital Gameplaying The Sims.
2019
[75] Digital games, foreign language and vocabulary development
2019
[76] e-CALF (Electronic Version of Contextual Attractive Logical Fun) Game as Self-Directed Learning Media for Students in the Digital Era
2019
[77] Towards the Development of an Effective Online Language Learning Model in a University Environment
2019
[78] Classroom Intervention for Integrating Simulation Games into Language Classrooms: An Exploratory Study with the SIMs 4
CALL-EJ, 2019
[79] Impacts of a mind mapping-based contextual gaming approach on EFL students' writing performance, learning perceptions and generative uses in an English course
2019
[80] The Role of Massively Multiplayer Role-Playing Games in Facilitating Vocabulary Acquisition for English Language Learners: A Mixed-Methods Study
2019
[81] A Literature Review on the Impact of Games on Learning English Vocabulary to Children
2019
[82] The efficiency of using the technology of “edutainment” in teaching foreign languages
2019
[83] Эффективность использования технологии" развлекательного образования"(edutainment) в обучении иностранному языку
2019
[84] КОМПЬЮТЕРНЫЕ И МОБИЛЬНЫЕ ПРИЛОЖЕНИЯ В ПРЕПОДАВАНИИ ИНОСТРАННОГО ЯЗЫКА
2018
[85] VIDEO GAMES: THE INTERFACE BETWEEN LANGUAGE LEARNING AND STORYTELLING
2018
[86] Comparative Effectiveness Between Game-Enhanced and Pencil-and-Paper English Vocabulary Learning Approaches
2018
[87] INVESTIGATION OF THE EFFECT OF ORAI SMARTPHONE-BASED APPLICATION ON SPEAKING COMPETENCY FOR ADULT LEARNERS
2018
[88] Interaktivno učenje muzike i engleskog jezika primenom digitalnih medija
2018
[89] The integration of information technology into high school English teaching in China
2018
[90] An Analysis of Morphological Processes of Balinese Dialect of Batukandik
2018
[91] THE EFFECT OF COMPUTER-ASSISTED HIDDEN OBJECT GAME ON VOCABULARY MASTERY OF STUDENTS IN SMP N 3 SUKASADA ACADEMIC YEAR 2017 …
2018
[92] Computer Game-Based Foreign Language Learning: Its Benefits and Limitations
Technology in Education. Innovative Solutions and Practices, 2018
[93] Differences in serious game-aided and traditional English vocabulary acquisition
Computers & Education, 2018
[94] THE EFFECT OF COMPUTER-ASSISTED HIDDEN OBJECT GAME ON VOCABULARY MASTERY OF STUDENTS IN SMP N 3 SUKASADA ACADEMIC …
2018
[95] GAMIFIED TRAINING SESSIONS AS MEANS OF ENHANCING STUDENTS'MOTIVATION IN LEARNING ENGLISH
2018
[96] Facultad de Ciencias Sociales y Humanísticas
2017
[97] English Vocabulary Learning Strategies Used by Eleventh Grade Students of SMK N 2 Salatiga
2017
[98] The role of video games in learning EFL
2017
[99] Language Learning Enhanced by Massive Multiple Online Role-Playing Games (MMORPGs) and the Underlying Behavioral and Neural Mechanisms
Frontiers in human neuroscience, 2017
[100] RECURSOS DIGITAIS PARA O ENSINO E APRENDIZAGEM DE INGLÊS
2017
[101] Efficacy of Computer Games on Language Learning
2017
[102] PROYECTO DE TITULACIÓN
2017
[103] Using Online Computer Games in the ELT Classroom: A Case Study
English Language Teaching, 2017
[104] VOCABULÁRIO EM INGLÊS COMO LÍNGUA ESTRANGEIRA: UM BREVE ESTADO DA ARTE NO BRASIL
2017
[105] Using Online Computer Games in the ELT Classroom: A Case Study.
English Language Teaching, 2017
[106] Efficacy of Computer Games on Language Learning.
Turkish Online Journal of Educational Technology - TOJET, 2017
[107] Improving The First Year Student's Vocabulary Mastery Through Short Animation Movie At Smp N 13 Malang
2017
[108] The effect of computer-assisted hidden object game on vocabulary mastery of students in SMP N 3 Sukasada academic year 2017/2018
Jurnal …, 2017
[109] Edutainment in Teaching English as a Foreign Language The Effectiveness of using multimedia inside EFL classroom
Al-Adab Journal , 2017
[110] JOGOS EDUCACIONAIS: CONTRIBUIÇÕES DA NEUROCIÊNCIA À APRENDIZAGEM
2016
[111] Los videojuegos como recurso didáctico para la enseñanza de la cultura británica: Discovery Tour: Viking Age
Free SCIRP Newsletters
Copyright © 2006-2025 Scientific Research Publishing Inc. All Rights Reserved.
Top