Digital Games in Language Learning 2022
DOI: 10.4324/9781003240075-1
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Digital games and foreign language learning

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Cited by 5 publications
(3 citation statements)
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“…Several studies reveal the potential of digital games for language learning. These have gained significant research interest, encompassing both serious games specifically designed for educational purposes and commercial games like MMORPGs (Butler, 2018;Hung et al, 2018;Jabbari & Eslami, 2019;Peterson & Jabbari, 2022;Young et al, 2012).…”
Section: Relevant Studies In Dgbllmentioning
confidence: 99%
“…Several studies reveal the potential of digital games for language learning. These have gained significant research interest, encompassing both serious games specifically designed for educational purposes and commercial games like MMORPGs (Butler, 2018;Hung et al, 2018;Jabbari & Eslami, 2019;Peterson & Jabbari, 2022;Young et al, 2012).…”
Section: Relevant Studies In Dgbllmentioning
confidence: 99%
“…JISC (The Joint Information Systems Committee) [3] mentioned a lack of -appropriate‖ software in its wide-reaching survey of domestic higher education institutions' use of VR in the UK. As a result of this lack of specialized software, many studies of language learning involved the use of non-TEFL COTS (commercial off-the-shelf) software [4][5][6][7][8][9]. Another study looked at 17 smartphone-based VR applications for language learning and found that very few provided novel learning scenarios (or novel teaching and learning approaches) that facilitate language acquisition [10].…”
Section: A Lack Of Tefl-specific Contentmentioning
confidence: 99%
“…In contemporary times, online gaming has become a pervasive trend among students [1]- [3]. This phenomenon presents an opportunity to leverage online games as an effective pedagogical tool for enhancing English acquisition among English as a foreign language (EFL) or English as a second language (ESL) students [4].…”
Section: Introductionmentioning
confidence: 99%