In recent years, the age of additional language learning has been lowered in school education. What separates current students from the previous generation, however, is the fact that they use modern technology, such as digital games, and this can be used as a teaching strategy. Several studies show that modern technology can benefit students in their language learning, especially when it comes to vocabulary whose acquisition helps students to develop and master the four language basic skills (listening, reading, speaking, writing). The aim of this study is to provide an overview of the literature concerning the use of digital games and their characteristics in middle school in Sweden(ages 9-12), looking at the positive and negative effects ...
The aim of this literature review is to investigate and highlight the findings of previous research ...
The aim of this literature review is to investigate and highlight the findings of previous research ...
In a digitalized world, learners from the 21st century prefer game-like lessons instead of tradition...
In recent years, the age of additional language learning has been lowered in school education. What ...
Schools in general have been digitized to a large extent and the inclusion of digital tools is becom...
In an ever more digitalised society, there is a growing interest in digital pedagogic aids and a gro...
Digital games are a common interest today and research has shown that digital games affect English v...
Digital games are a common interest today and research has shown that digital games affect English v...
This thesis is a study on how Norwegian lower secondary students experience engagement and language ...
The possible benefits of digital games for English language learning and teaching have received incr...
The possible benefits of digital games for English language learning and teaching have received incr...
Any activities where English can be encountered in outside of school, have been labeled by Sundqvist...
Any activities where English can be encountered in outside of school, have been labeled by Sundqvist...
Digital games have become increasingly important in the lives of the younger generation and technolo...
Digital games play a significant role in the life of the new generation. Although there are many cri...
The aim of this literature review is to investigate and highlight the findings of previous research ...
The aim of this literature review is to investigate and highlight the findings of previous research ...
In a digitalized world, learners from the 21st century prefer game-like lessons instead of tradition...
In recent years, the age of additional language learning has been lowered in school education. What ...
Schools in general have been digitized to a large extent and the inclusion of digital tools is becom...
In an ever more digitalised society, there is a growing interest in digital pedagogic aids and a gro...
Digital games are a common interest today and research has shown that digital games affect English v...
Digital games are a common interest today and research has shown that digital games affect English v...
This thesis is a study on how Norwegian lower secondary students experience engagement and language ...
The possible benefits of digital games for English language learning and teaching have received incr...
The possible benefits of digital games for English language learning and teaching have received incr...
Any activities where English can be encountered in outside of school, have been labeled by Sundqvist...
Any activities where English can be encountered in outside of school, have been labeled by Sundqvist...
Digital games have become increasingly important in the lives of the younger generation and technolo...
Digital games play a significant role in the life of the new generation. Although there are many cri...
The aim of this literature review is to investigate and highlight the findings of previous research ...
The aim of this literature review is to investigate and highlight the findings of previous research ...
In a digitalized world, learners from the 21st century prefer game-like lessons instead of tradition...