Using gamification to support learning English as a second language
A systematic review
Bibliographic Data
| ID | 23368906 |
|---|---|
| Authors | Hojjat Dehghanzadeh (0000-0001-9933-2192, Tarbiat Modares University), Hashem Fardanesh (Tarbiat Modares University), Javad Hatami (0000-0002-4517-2039, Tarbiat Modares University), Ebrahim Talaee (0000-0001-7954-9888, Tarbiat Modares University), Omid Noroozi (0000-0002-0622-289X, Wageningen University & Research) |
| Year | 2021 |
| Volume | 34 |
| Issue | 7 |
| Pages | 934-957 |
| Publication date | 2021-09-03 |
| Peer Reviewed | Yes |
| Open Access | No |
| Type | ARTICLE |
| Venue | Computer Assisted Language Learning (JOURNAL) |
| Journal identifiers | ISSN: 0958-8221 • E-ISSN: 1744-3210 |
| Publisher | Informa UK Limited (PUBLISHER • GB) |
| DOI | 10.1080/09588221.2019.1648298 |
| Language | EN |
| Citations received | 53 |
| References cited | 63 |
Methodological characteristics in technology-mediated task-based language teaching research
Enhancing Toefl Performance and Student Motivation through Integrated Flipped and Gamified Learning in Online Settings
Gamified grammar learning in online English courses in Thai higher education
The advantages of gamification for collecting linguistic data
Exploring the potential of gamified reading
Story in gamification
The effectiveness and learner acceptance of robot-facilitated board games for enhancing content-based English vocabulary learning
Incorporating gamification into blended Call models
Escape Body
The effects of introducing language learning software during the Covid-19 pandemic
Enhancing EFL/ESL instruction through gamification
Impact of a game-based tool on student engagement in a foreign language course
Synergie entre neurosciences et intelligence artificielle
Can Game-Based Learning Enhance Students’ English Learning Motivation and Outcome in Higher Education
How to Run Your Own Online Business
Pre-Service EFL Primary Teachers Adopting GenAI-Powered Game-Based Instruction
A Serious Board Game Embedding Language Learning Strategies to Improve English Grammar Among International L2 English Students in Australian English-Medium Universities
Gamification in a News English Course
Transitioning from Traditional Vocabulary Learning Methods to Gamified English Vocabulary Applications
Gamification Effect
Is gamification always productive? A study of the effectiveness of Bebras cards in promoting primary students’ computational thinking skills
Digital educational escape rooms
Knowing My World
Taking gamification from online to offline
Interactive learning
A systematic literature review of serious games teaching sign language
Using educational graphics interchange format to enhance the interactive learning for grammatical development
Gamified learning impact
Virtual reality and gamification in education
Promoting students’ motivation in language education with gamified pedagogical conversational agents
Repeated mistakes in app-based language learning
Leaderboards in an EFL course
Is game-based language learning general or specific-oriented? Exploring the applicability of mobile virtual realities to medical English education in the middle east
Impact of online computer assisted learning on education
Presenting points or rank
Learning analytics for online game-Based learning
La enseñanza del inglés universitario en un entorno digital
An experimental study on the effects of gamified cooperation and competition on English vocabulary learning
Using gamification to support learning in K‐12 education
Exploring the impact of gamification on students’ academic performance
Beyond points and badges
Exploring the impact of gamified learning on positive psychology in Call environments
The Transformative Power of Gamified Formative Assessment on Speaking Complexity, Accuracy, Fluency, and Organization
The Effects of Mobile, Gamified, and Paper Flashcards on Vocabulary and Collocation Learning in Young Language Learners
Learner engagement in digital game-based vocabulary learning and its effects on EFL vocabulary development
How L2 grit fuels optimism and cognitive engagement to promote willingness to communicate in English among junior high students
EFL university students’ game element preferences and learning needs
Artificial Intelligence in L2 learning
AI and Uncertain Motivation
Iteratively Designing a Theory‐Driven Gamified Morphological Awareness Intervention to Improve EFL Learners’ Reading Performance and Engagement
A systematic review of English-as-a-foreign-language vocabulary learning activities for primary school students
Improving elementary students' English‐speaking skills through non‐digital gamification
Between hope and hostility
Gamification. using game-design elements in non-gaming contexts
Relations between scripted online peer feedback processes and quality of written argumentative essay
Assessing the effects of gamification in the classroom
Retrospective reports of strategic‐level managers
A meta-analysis with examination of moderators of student cognition, affect, and learning outcomes while using serious educational games, serious games, and simulations
Argumentation-Based Computer Supported Collaborative Learning (ABCSCL)
Investigating the effects of gamification-enhanced flipped learning on undergraduate students’ behavioral and cognitive engagement
From game design elements to gamefulness
Gamified Vocabulary
Out-of-school digital gameplay and in-school L2 English vocabulary outcomes
Potential paradigms and possible problems for Call
| Unique citing works | 53 |
|---|---|
| Citations per year | 10,6 |
| Citation span | 2021 - 2026 (6) |
| Citation velocity | current |
| Highly cited | No |
| Citation types | Neutral: 52 |