The frequency of word exposure in teaching materials, along with corrective feedback, has often been identified as a powerful variable in the learning of vocabulary in a foreign language. The effect of the number of times an action is presented as accurate in digital game-based language learning scenarios (i.e., knowledge of correct response [KCR] feedback) however remains under-investigated. This study aims to analyse the learning of L2 mobile operating system terminology by a group of students of English as a foreign language by using the data collected by the video game The Conference Interpreter in order to identify the predictive strength of term frequency (times a term is shown), KCR feedback (times a correct answer is provided), and ...
AbstractResearch conducted on the potential and effectiveness of simulations and video games for lea...
textFeedback has been defined as “helpful information or criticism that is given to someone to say w...
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...
This paper was created as part of the Online Master of Science - Computer Science (OMS CS) CS6460 Ed...
Vocabulary learning has been traditionally considered central to second language learning. It may ta...
This study investigates the probable effect of a digital game-based vocabulary learning (DGBVL) task...
Vocabulary is fundamental to communication, and mastering words is important in learning any languag...
Playing computer games in English affects one’s vocabulary size, and thus this project’s aim was to ...
The purposes of this study are to examine the relation between playing commercial-off-the-shelf (COT...
The goal of the study was to investigate if there were any advantages acquiring verbs from playing v...
Video games are potential sources of second language input; however, the medium’s fundamental charac...
Since the start of the twenty-first century, we have had access to a wide variety of new learning to...
This study aims to test the effects of digital games on Asian students’ English vocabulary learning....
This study was conducted to test the effects of digital games on Asian students’ English vocabulary ...
AbstractResearch conducted on the potential and effectiveness of simulations and video games for lea...
textFeedback has been defined as “helpful information or criticism that is given to someone to say w...
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...
This paper was created as part of the Online Master of Science - Computer Science (OMS CS) CS6460 Ed...
Vocabulary learning has been traditionally considered central to second language learning. It may ta...
This study investigates the probable effect of a digital game-based vocabulary learning (DGBVL) task...
Vocabulary is fundamental to communication, and mastering words is important in learning any languag...
Playing computer games in English affects one’s vocabulary size, and thus this project’s aim was to ...
The purposes of this study are to examine the relation between playing commercial-off-the-shelf (COT...
The goal of the study was to investigate if there were any advantages acquiring verbs from playing v...
Video games are potential sources of second language input; however, the medium’s fundamental charac...
Since the start of the twenty-first century, we have had access to a wide variety of new learning to...
This study aims to test the effects of digital games on Asian students’ English vocabulary learning....
This study was conducted to test the effects of digital games on Asian students’ English vocabulary ...
AbstractResearch conducted on the potential and effectiveness of simulations and video games for lea...
textFeedback has been defined as “helpful information or criticism that is given to someone to say w...
Recent years saw the emergence of a need for systematic effectiveness assessment of digital game-bas...