Crossref Citations
This article has been cited by the following publications. This list is generated based on data provided by
Crossref.
Lee, Jason Yj
and
Pass, Charlotte
2014.
Bridging Literacies with Videogames.
p.
91.
Yudintseva, Anastassiya
2015.
Game-Enhanced Second Language Vocabulary Acquisition Strategies: A Systematic Review.
Open Journal of Social Sciences,
Vol. 03,
Issue. 10,
p.
101.
Yudintseva, Anastassiya
2015.
Synthesis of Research on Video Games for the Four Second Language Skills and Vocabulary Practice.
Open Journal of Social Sciences,
Vol. 03,
Issue. 11,
p.
81.
MCNEILLEVI KEITH
2015.
Online Communities and their Implementation in Language Education: Supporting Participation in Social Practice.
Studies in Foreign Language Education,
Vol. 29,
Issue. 2,
p.
1.
Newgarden, Kristi
and
Zheng, Dongping
2016.
Recurrent languaging activities in World of Warcraft: Skilled linguistic action meets the Common European Framework of Reference.
ReCALL,
Vol. 28,
Issue. 3,
p.
274.
Hung, Hsiu-Ting
Chang, Jo-Ling
and
Yeh, Hui-Chin
2016.
A Review of Trends in Digital Game-Based Language Learning Research.
p.
508.
Castañeda, Daniel A.
and
Cho, Moon-Heum
2016.
Use of a game-like application on a mobile device to improve accuracy in conjugating Spanish verbs.
Computer Assisted Language Learning,
Vol. 29,
Issue. 7,
p.
1195.
Rankin, Yolanda A.
and
Edwards, Mya S.
2017.
The Choices We Make.
p.
907.
Fang, Linda
Stangl, Anita
and
이연준
2017.
Using Educational Movies to Develop Language Skills: Design Considerations for Teaching English as a Foreign Language.
STEM Journal,
Vol. 18,
Issue. 2,
p.
1.
Karagiorgas, Dimitrios N.
and
Niemann, Shari
2017.
Gamification and Game-Based Learning.
Journal of Educational Technology Systems,
Vol. 45,
Issue. 4,
p.
499.
Sauro, Shannon
2017.
Language, Education and Technology.
p.
131.
Ibrahim, Karim Hesham Shaker
2018.
Cross-Cultural Perspectives on Technology-Enhanced Language Learning.
p.
159.
Ibrahim, Karim Hesham Shaker
2018.
Handbook of Research on Integrating Technology Into Contemporary Language Learning and Teaching.
p.
405.
Althubity, Ashwaq
2018.
A Professional Development for Teachers Using a Hands-On Approach to Teaching Mathematics in Saudi Arabia.
SSRN Electronic Journal,
Hung, Hsiu-Ting
Yang, Jie Chi
Hwang, Gwo-Jen
Chu, Hui-Chun
and
Wang, Chun-Chieh
2018.
A scoping review of research on digital game-based language learning.
Computers & Education,
Vol. 126,
Issue. ,
p.
89.
Lan, Yu-Ju
Fang, Wei-Chieh
Hsiao, Indy Y. T.
and
Chen, Nian-Shing
2018.
Real body versus 3D avatar: the effects of different embodied learning types on EFL listening comprehension.
Educational Technology Research and Development,
Vol. 66,
Issue. 3,
p.
709.
Jabbari, Nasser
and
Eslami, Zohreh R.
2019.
Second language learning in the context of massively multiplayer online games: A scoping review.
ReCALL,
Vol. 31,
Issue. 01,
p.
92.
Knight, Stephanie W.P.
Marean, Lindsay
and
Sykes, Julie M.
2019.
The Handbook of Informal Language Learning.
p.
101.
Ibrahim, Karim Hesham Shaker
2019.
Assessing the Effectiveness of Virtual Technologies in Foreign and Second Language Instruction.
p.
216.
Chang, Yueh-ching
and
Chang, Yu-jung
2019.
Identity negotiation in the third space: an analysis of YouTube channels hosted by expatriates in Taiwan.
Language and Intercultural Communication,
Vol. 19,
Issue. 1,
p.
77.