Both in second and foreign language (L2) teaching environments and in digital games, feedback is considered indispensable as well as a powerful device to support learning. However, the state of affairs in the fields of second language acquisition and educational psychology shows that the effects of corrective (negative) feedback (CF) are not univocal, and suggests that the effectiveness of CF in digital game-based language learning is likely to depend on the following factors: the type of CF ( explicit or implicit ), how learning is measured (as the development of explicit or implicit L2 knowledge), and individual differences related to learners receptivity to CF, namely perceived usefulness of CF and intrinsic motivation. The current ...
The research on the amount and the types of corrective feedback beneficial for learning a second or ...
This paper reports on a study that investigated the impact of two types of computer-mediated correct...
Recent years saw the emergence of a need for systematic effectiveness assessment of digital game-bas...
Both in second and foreign language (L2) teaching environments and in digital games, feedback is con...
AbstractIn recent years, there has been a renewed interest in the use of digital games for purposes ...
Exposed to traditional language learning strategies, students will gradually lose interest in and mo...
Considerable changes have occurred in language learning with the introduction of gameful approaches ...
The frequency of word exposure in teaching materials, along with corrective feedback, has often been...
In recent years there has been a lot of interest in the potential role of digital games in language ...
Digital literacy games can be beneficial for children with reading difficulties as a supplement to c...
Despite the increased interest in the possibilities of digital games in second language education, t...
This study aims to look at the impact of games on second language learning. It will focus on the ped...
The design and evaluation of game-supported second and foreign language (L2) learning environments h...
International audienceAlthough many studies have investigated the effects of digital game-based lear...
The possible benefits of digital games for language learning and teaching have received increasing i...
The research on the amount and the types of corrective feedback beneficial for learning a second or ...
This paper reports on a study that investigated the impact of two types of computer-mediated correct...
Recent years saw the emergence of a need for systematic effectiveness assessment of digital game-bas...
Both in second and foreign language (L2) teaching environments and in digital games, feedback is con...
AbstractIn recent years, there has been a renewed interest in the use of digital games for purposes ...
Exposed to traditional language learning strategies, students will gradually lose interest in and mo...
Considerable changes have occurred in language learning with the introduction of gameful approaches ...
The frequency of word exposure in teaching materials, along with corrective feedback, has often been...
In recent years there has been a lot of interest in the potential role of digital games in language ...
Digital literacy games can be beneficial for children with reading difficulties as a supplement to c...
Despite the increased interest in the possibilities of digital games in second language education, t...
This study aims to look at the impact of games on second language learning. It will focus on the ped...
The design and evaluation of game-supported second and foreign language (L2) learning environments h...
International audienceAlthough many studies have investigated the effects of digital game-based lear...
The possible benefits of digital games for language learning and teaching have received increasing i...
The research on the amount and the types of corrective feedback beneficial for learning a second or ...
This paper reports on a study that investigated the impact of two types of computer-mediated correct...
Recent years saw the emergence of a need for systematic effectiveness assessment of digital game-bas...