Part of
Mediating Discourse Online
Edited by Sally Magnan Pierce
[AILA Applied Linguistics Series 3] 2008
► pp. 305327
Cited by

Cited by 130 other publications

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2014. In-Game Culture Affects Learners' Use of Vocabulary Learning Strategies in Massively Multiplayer Online Role-Playing Games. International Journal of Computer-Assisted Language Learning and Teaching 4:4  pp. 1 ff. DOI logo
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2019. In-Game Culture Affects Learners' Use of Vocabulary Learning Strategies in Massively Multiplayer Online Role-Playing Games. In Computer-Assisted Language Learning,  pp. 1218 ff. DOI logo
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2024. Vocabulary learning strategies in extramural English gaming and their relationship with vocabulary knowledge. Computer Assisted Language Learning  pp. 1 ff. DOI logo
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2017. Language learning effects through the integration of synchronous online communication: The case of video communication and Second Life . Language Learning in Higher Education 7:1  pp. 21 ff. DOI logo
Cheep-Aranai, Rin, Hayo Reinders & Punchalee Wasanasomsithi
2015. Implementing Play-Based Language Learning with Children: From Potential to Practice. In Innovation in Language Learning and Teaching,  pp. 141 ff. DOI logo
Chen, Hao-Jan Howard & Hsiao-Ling Hsu
2020. The impact of a serious game on vocabulary and content learning. Computer Assisted Language Learning 33:7  pp. 811 ff. DOI logo
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2012. Critical Discourse Analysis of Multilingual Interactions in the New Media. In The Encyclopedia of Applied Linguistics, DOI logo
Chik, Alice
2012. Digital Gameplay for Autonomous Foreign Language Learning: Gamers’ and Language Teachers’ Perspectives. In Digital Games in Language Learning and Teaching,  pp. 95 ff. DOI logo
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2013. Naturalistic CALL and Digital Gaming. TESOL Quarterly 47:4  pp. 834 ff. DOI logo
CHIK, ALICE & STEPHAN BREIDBACH
2011. Online Language Learning Histories Exchange: Hong Kong and German Perspectives. TESOL Quarterly 45:3  pp. 553 ff. DOI logo
Chotipaktanasook, Nuttakritta & Hayo Reinders
2018. A Massively Multiplayer Online Role-Playing Game and Its Effects on Interaction in the Second Language. In Handbook of Research on Integrating Technology Into Contemporary Language Learning and Teaching [Advances in Educational Technologies and Instructional Design, ],  pp. 367 ff. DOI logo
Chotipaktanasook, Nuttakritta & Hayo Reinders
2020. A Massively Multiplayer Online Role-Playing Game and Its Effects on Interaction in the Second Language. In Language Learning and Literacy,  pp. 424 ff. DOI logo
Chun, Dorothy, Richard Kern & Bryan Smith
2016. Technology in Language Use, Language Teaching, and Language Learning. The Modern Language Journal 100:S1  pp. 64 ff. DOI logo
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2017. Educationally Designed Game Environments and Feedback. In Language, Education and Technology,  pp. 361 ff. DOI logo
Cornillie, Frederik, Steven L. Thorne & Piet Desmet
2012. ReCALL special issue: Digital games for language learning: challenges and opportunities. ReCALL 24:3  pp. 243 ff. DOI logo
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2012. Debating Across Borders. In Informed Design of Educational Technologies in Higher Education [Advances in Higher Education and Professional Development, ],  pp. 241 ff. DOI logo
Dixon, Daniel H. & MaryAnn Christison
2018. The Usefulness of Massive Multiplayer Online Role Playing Games (MMORPGs) as Tools for Promoting Second Language Acquisition. In Applications of CALL Theory in ESL and EFL Environments [Advances in Educational Technologies and Instructional Design, ],  pp. 244 ff. DOI logo
Dixon, Daniel H. & MaryAnn Christison
2021. L2 Gamers' Use of Learning and Communication Strategies in Massively Multiplayer Online Games (MMOs). In CALL Theory Applications for Online TESOL Education [Advances in Educational Technologies and Instructional Design, ],  pp. 296 ff. DOI logo
Farley, Helen
2014. Virtual Worlds in Higher Education: The Challenges, Expectations and Delivery. In Curriculum Models for the 21st Century,  pp. 325 ff. DOI logo
González-Lloret, Marta & Lourdes Ortega
2014. Chapter 1. Towards technology-mediated TBLT. In Technology-mediated TBLT [Task-Based Language Teaching, 6],  pp. 1 ff. DOI logo
González‐Lloret, Marta
2017. Technology for Task‐based Language Teaching. In The Handbook of Technology and Second Language Teaching and Learning,  pp. 234 ff. DOI logo
Gánem-Gutiérrez, Gabriela Adela
2014. Chapter 8. The third dimension. In Technology-mediated TBLT [Task-Based Language Teaching, 6],  pp. 213 ff. DOI logo
Hadjistassou, Stella K.
2016. Culturally Afforded Tensions in the Second Life Metaverse. International Journal of Web-Based Learning and Teaching Technologies 11:2  pp. 14 ff. DOI logo
Hafner, Christoph A.
2019. Digital Literacies for English Language Learners. In Second Handbook of English Language Teaching [Springer International Handbooks of Education, ],  pp. 1 ff. DOI logo
Hafner, Christoph A.
2019. Digital Literacies for English Language Learners. In Second Handbook of English Language Teaching [Springer International Handbooks of Education, ],  pp. 899 ff. DOI logo
Hafner, Christoph A., David C.S. Li & Lindsay Miller
2015. Language Choice Among Peers in Project-Based Learning: A Hong Kong Case Study of English Language Learners’ Plurilingual Practices in Out-of-Class Computer-Mediated Communication. The Canadian Modern Language Review 71:4  pp. 441 ff. DOI logo
Hafner, Christoph A. & Lindsay Miller
2021. Learning, Working and Playing Online: University Students’ Practices When Collaborating in Social Media. In Language Education in Digital Spaces: Perspectives on Autonomy and Interaction [Educational Linguistics, 52],  pp. 17 ff. DOI logo
Henry, Alastair
2014. Swedish students’ beliefs about learning English in and outside of school. In Motivation and Foreign Language Learning [Language Learning & Language Teaching, 40],  pp. 93 ff. DOI logo
Jabbari, Nasser & Mark Peterson
2023. Complexity, accuracy, and fluency improvements through massively multiplayer online gaming: a longitudinal mixed-methods case study. The Language Learning Journal 51:4  pp. 416 ff. DOI logo
Janebi Enayat, Mostafa & Mohsen Haghighatpasand
2019. Exploiting adventure video games for second language vocabulary recall: a mixed-methods study. Innovation in Language Learning and Teaching 13:1  pp. 61 ff. DOI logo
Jauregi, Kristi, Silvia Canto, Rick de Graaff, Ton Koenraad & Machteld Moonen
2011. Verbal interaction in Second Life: towards a pedagogic framework for task design. Computer Assisted Language Learning 24:1  pp. 77 ff. DOI logo
Jauregi, Kristi, Rick de Graaff, Huub van den Bergh & Milan Kriz
2012. Native/non-native speaker interactions through video-web communication: a clue for enhancing motivation?. Computer Assisted Language Learning 25:1  pp. 1 ff. DOI logo
Jeon, Sang Ah Sarah
2014. The Impact of Playing Commercial Online Games on Young Korean EFL Learners’ L2 Identity. In International Perspectives on Teaching English to Young Learners,  pp. 87 ff. DOI logo
Kapustina, L. V. & I. A. Martynova
2020. Training Employees in the Digital Economy with the Use of Video Games. In Digital Transformation of the Economy: Challenges, Trends and New Opportunities [Advances in Intelligent Systems and Computing, 908],  pp. 444 ff. DOI logo
Karagiorgas, Dimitrios N. & Shari Niemann
2017. Gamification and Game-Based Learning. Journal of Educational Technology Systems 45:4  pp. 499 ff. DOI logo
Kern, Richard
2014. Technology as Pharmakon: The Promise and Perils of the Internet for Foreign Language Education. The Modern Language Journal 98:1  pp. 340 ff. DOI logo
Knight, Stephanie W.P., Lindsay Marean & Julie M. Sykes
2019. Gaming and Informal Language Learning. In The Handbook of Informal Language Learning,  pp. 101 ff. DOI logo
Kuhn, Jeff
2018. Gaming. In The TESOL Encyclopedia of English Language Teaching,  pp. 1 ff. DOI logo
Lai, Kuo-Wei Kyle & Hao-Jan Howard Chen
2023. A comparative study on the effects of a VR and PC visual novel game on vocabulary learning. Computer Assisted Language Learning 36:3  pp. 312 ff. DOI logo
Lakarnchua, Onuma
2017. Examining the potential of fansubbing as a language learning activity. Innovation in Language Learning and Teaching 11:1  pp. 32 ff. DOI logo
Lee, Jason Yj & Charlotte Pass
2014. Massively Multiplayer Online Gaming and English Language Learning. In Bridging Literacies with Videogames,  pp. 91 ff. DOI logo
Levine, Glenn S.
2020. References. The Modern Language Journal 104:S1  pp. 103 ff. DOI logo
Li, Ke, Mark Peterson & Jiahui Wan
2022. Digital Gaming in the Language Classroom. International Journal of Computer-Assisted Language Learning and Teaching 12:1  pp. 1 ff. DOI logo
Li, Ke, Mark Peterson & Qiao Wang
2022. Out-of-school language learning through digital gaming: a case study from an activity theory perspective. Computer Assisted Language Learning  pp. 1 ff. DOI logo
Li, Ke, Mark Peterson, Qiao Wang & Haitao Wang
2024. Mapping the research trends of digital game-based language learning (DGBLL): a scientometrics review. Computer Assisted Language Learning  pp. 1 ff. DOI logo
Li, Runkun & Shichao Wang
2022. Proceedings of the 2022 5th International Conference on Machine Learning and Natural Language Processing,  pp. 207 ff. DOI logo
Li, Zhuo, Chu-Chuan Chiu & Maria R. Coady
2014. The Transformative Power of Gaming Literacy. In Bridging Literacies with Videogames,  pp. 129 ff. DOI logo
Liu, Yang, Daniel Holden & Dongping Zheng
2016. Analyzing students’ Language Learning Experience in an Augmented Reality Mobile Game: An Exploration of an Emergent Learning Environment. Procedia - Social and Behavioral Sciences 228  pp. 369 ff. DOI logo
Malinowski, David
2012. Technology and Culture. In The Encyclopedia of Applied Linguistics, DOI logo
Mirzaei, Maryam Sadat, Qiang Zhang, Stef Van der Struijk & Toyoaki Nishida
2018. Language learning through conversation envisioning in virtual reality: a sociocultural approach. In Future-proof CALL: language learning as exploration and encounters – short papers from EUROCALL 2018,  pp. 207 ff. DOI logo
MUSAOĞLU AYDIN, Seda & Nur ÇAKIR
2022. Integrating Commercial-off-the-Shelf Games into Language Classroom: PCaRD Experience of Two English Language Teachers. Eğitimde Kuram ve Uygulama 18:1  pp. 1 ff. DOI logo
Olaniran, Bolanle A.
2011. New Trends in ICTs and Computer Assisted Language Learning (CALL). In Human Development and Global Advancements through Information Communication Technologies,  pp. 211 ff. DOI logo
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2017. From Past to Present. In The Handbook of Technology and Second Language Teaching and Learning,  pp. 10 ff. DOI logo
Pasfield‐Neofitou, Sarah
2014. Language Learning and Socialization Opportunities in Game Worlds: Trends in First and Second Language Research. Language and Linguistics Compass 8:7  pp. 271 ff. DOI logo
Pereira, Joe
2013. Beyond Hidden Bodies and Lost Pigs. In Cases on Digital Game-Based Learning,  pp. 50 ff. DOI logo
Perry, Bernadette
2021. Gamified Mobile Collaborative Location-Based Language Learning. Frontiers in Education 6 DOI logo
Pervolaraki, Ioanna Ersi, Emmanouel Garoufallou, Rania Siatri, Georgia Zafeiriou & Sirje Virkus
2015. Massively Multiplayer Online Role Playing Games and Digital Information Literacy. In Information Literacy: Moving Toward Sustainability [Communications in Computer and Information Science, 552],  pp. 360 ff. DOI logo
Peterson, Mark
2010. Computerized Games and Simulations in Computer-Assisted Language Learning: A Meta-Analysis of Research. Simulation & Gaming 41:1  pp. 72 ff. DOI logo
Peterson, Mark
2010. Massively multiplayer online role-playing games as arenas for second language learning. Computer Assisted Language Learning 23:5  pp. 429 ff. DOI logo
Peterson, Mark
2012. Language Learner Interaction in a Massively Multiplayer Online Role-Playing Game. In Digital Games in Language Learning and Teaching,  pp. 70 ff. DOI logo
Peterson, Mark
2012. Learner interaction in a massively multiplayer online role playing game (MMORPG): A sociocultural discourse analysis. ReCALL 24:3  pp. 361 ff. DOI logo
Peterson, Mark
2016. The use of massively multiplayer online role-playing games in CALL: an analysis of research. Computer Assisted Language Learning 29:7  pp. 1181 ff. DOI logo
Peterson, Mark, Qiao Wang & Maryam Sadat Mirzaei
2019. The Use of Network-Based Virtual Worlds in Second Language Education. In Assessing the Effectiveness of Virtual Technologies in Foreign and Second Language Instruction [Advances in Linguistics and Communication Studies, ],  pp. 1 ff. DOI logo
Peterson, Mark, Qiao Wang & Maryam Sadat Mirzaei
2022. The Use of Network-Based Virtual Worlds in Second Language Education. In Research Anthology on Virtual Environments and Building the Metaverse,  pp. 218 ff. DOI logo
Peterson, Mark, Jeremy White, Maryam Sadat Mirzaei & Qiao Wang
2020. A Review of Research on the Application of Digital Games in Foreign Language Education. In New Technological Applications for Foreign and Second Language Learning and Teaching [Advances in Educational Technologies and Instructional Design, ],  pp. 69 ff. DOI logo
Peterson, Mark, Jeremy White, Maryam Sadat Mirzaei & Qiao Wang
2022. A Review of Research on the Application of Digital Games in Foreign Language Education. In Research Anthology on Developments in Gamification and Game-Based Learning,  pp. 1948 ff. DOI logo
Piirainen–Marsh, Arja & Liisa Tainio
2014. Asymmetries of Knowledge and Epistemic Change in Social Gaming Interaction. The Modern Language Journal 98:4  pp. 1022 ff. DOI logo
Pujolà, Joan-Tomàs & Christine Appel
2020. Gamification for Technology-Enhanced Language Teaching and Learning. In New Technological Applications for Foreign and Second Language Learning and Teaching [Advances in Educational Technologies and Instructional Design, ],  pp. 93 ff. DOI logo
Pujolà, Joan-Tomàs & Christine Appel
2022. Gamification for Technology-Enhanced Language Teaching and Learning. In Research Anthology on Developments in Gamification and Game-Based Learning,  pp. 992 ff. DOI logo
Rama, Paul S., Rebecca W. Black, Elizabeth van Es & Mark Warschauer
2012. Affordances for second language learning in World of Warcraft. ReCALL 24:3  pp. 322 ff. DOI logo
Rankin, Y., D. Morrison & M. Shute
2009. 2009 Atlanta Conference on Science and Innovation Policy,  pp. 1 ff. DOI logo
Rankin, Yolanda A. & Mya S. Edwards
2017. Proceedings of the 2017 CHI Conference Extended Abstracts on Human Factors in Computing Systems,  pp. 907 ff. DOI logo
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2009. Proceedings of the 4th International Conference on Foundations of Digital Games,  pp. 161 ff. DOI logo
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2016. Digital Games and Second Language Learning. In Language and Technology,  pp. 1 ff. DOI logo
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2015. The Effects of Digital Game Play on Second Language Interaction. International Journal of Computer-Assisted Language Learning and Teaching 5:1  pp. 1 ff. DOI logo
Reinders, Hayo & Sorada Wattana
2015. Affect and willingness to communicate in digital game-based learning. ReCALL 27:1  pp. 38 ff. DOI logo
Reinhardt, Jonathon
2017. Digital Gaming in L2 Teaching and Learning. In The Handbook of Technology and Second Language Teaching and Learning,  pp. 202 ff. DOI logo
Reinhardt, Jonathon & Yiting Han
2021. Learnful L2 Gaming: The Wisdom of the Wild. In Language Education in Digital Spaces: Perspectives on Autonomy and Interaction [Educational Linguistics, 52],  pp. 181 ff. DOI logo
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2012. Conceptualizing Digital Game-Mediated L2 Learning and Pedagogy: Game-Enhanced and Game-Based Research and Practice. In Digital Games in Language Learning and Teaching,  pp. 32 ff. DOI logo
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2017. Language Socialization in Digital Contexts. In Language Socialization,  pp. 397 ff. DOI logo
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2017. Language Socialization in Digital Contexts. In Language Socialization,  pp. 1 ff. DOI logo
Ryu, Dongwan
2013. Play to Learn, Learn to Play: Language Learning through Gaming Culture. ReCALL 25:2  pp. 286 ff. DOI logo
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2017. The Continuing Evolution of Virtual Worlds for Language Learning. In The Handbook of Technology and Second Language Teaching and Learning,  pp. 184 ff. DOI logo
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Shafirova, Liudmila, Daniel Cassany & Carme Bach
2020. Transcultural literacies in online collaboration: a case study of fanfiction translation from Russian into English. Language and Intercultural Communication 20:6  pp. 531 ff. DOI logo
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2016. The Interplay of Game Design and Pedagogical Mediation in Game-Mediated Japanese Learning. International Journal of Computer-Assisted Language Learning and Teaching 6:4  pp. 36 ff. DOI logo
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2018. Game Design Interaction in Digital Gameplay and Language Teaching and Learning. In Handbook of Research on Integrating Technology Into Contemporary Language Learning and Teaching [Advances in Educational Technologies and Instructional Design, ],  pp. 449 ff. DOI logo
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2014. Video Game: A Way to Reduce Inhibition and Enhance Language Achievement. Procedia - Social and Behavioral Sciences 98  pp. 1850 ff. DOI logo
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Sydorenko, Tetyana, John Hellermann, Steven L. Thorne & Vanessa Howe
2019. Mobile Augmented Reality and Language‐Related Episodes. TESOL Quarterly 53:3  pp. 712 ff. DOI logo
SYDORENKO, TETYANA, STEVEN L. THORNE, JOHN HELLERMANN, AMBER SANCHEZ & VANESSA HOWE
2021. Localized Globalization: Directives in Augmented Reality Game Interaction. The Modern Language Journal 105:3  pp. 720 ff. DOI logo
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2011. Multi-User Virtual Environments. In Teaching through Multi-User Virtual Environments,  pp. 283 ff. DOI logo
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2014. Chapter 6. TBLT and synthetic immersive environments. In Technology-mediated TBLT [Task-Based Language Teaching, 6],  pp. 149 ff. DOI logo
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2017. Technologies for Teaching and Learning Intercultural Competence and Interlanguage Pragmatics. In The Handbook of Technology and Second Language Teaching and Learning,  pp. 118 ff. DOI logo
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2018. Digital games and language teaching and learning. Foreign Language Annals 51:1  pp. 219 ff. DOI logo
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2019. Emergent Digital Discourses: What Can We Learn From Hashtags and Digital Games to Expand Learners’ Second Language Repertoire?. Annual Review of Applied Linguistics 39  pp. 128 ff. DOI logo
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2010. Multiuser Digital Games as Sites for Research and Practice. In Directions and Prospects for Educational Linguistics [Educational Linguistics, 11],  pp. 117 ff. DOI logo
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2012. Gaming as extramural English L2 learning and L2 proficiency among young learners. ReCALL 24:3  pp. 302 ff. DOI logo
Sántha-Malomsoki, Ágnes & Kálmán Sántha
2019. Students’ Beliefs on Classroom Didactics of Second Language Teaching in the 21st Century. Acta Universitatis Sapientiae, Philologica 11:2  pp. 85 ff. DOI logo
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2023. Digital Games and Pragmatics Learning. In The Encyclopedia of Applied Linguistics,  pp. 1 ff. DOI logo
Tang, Xiaofei & Naoko Taguchi
2020. Designing and Using a Scenario-Based Digital Game to Teach Chinese Formulaic Expressions. CALICO Journal 37:1 DOI logo
TANG, XIAOFEI & NAOKO TAGUCHI
2021. Digital Game‐Based Learning of Formulaic Expressions in Second Language Chinese. The Modern Language Journal 105:3  pp. 740 ff. DOI logo
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2012. Contextualizing Digital Game-Based Language Learning: Transformational Paradigm Shift or Business as Usual?. In Digital Games in Language Learning and Teaching,  pp. 11 ff. DOI logo
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2009. Second Language Use, Socialization, and Learning in Internet Interest Communities and Online Gaming. The Modern Language Journal 93:s1  pp. 802 ff. DOI logo
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2012. The semiotic ecology and linguistic complexity of an online game world. ReCALL 24:3  pp. 279 ff. DOI logo
THORNE, STEVEN L., JOHN HELLERMANN & TEPPO JAKONEN
2021. Rewilding Language Education: Emergent Assemblages and Entangled Actions. The Modern Language Journal 105:S1  pp. 106 ff. DOI logo
Vazquez-Calvo, Boris & Steven L. Thorne
2022. Catalan Identity and Language Attitudes Through Fan Translation of Video Games in the Digital Wilds. Journal of Language, Identity & Education  pp. 1 ff. DOI logo
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Vorobel, Oksana, Terry Tuvi Voorhees & Deniz Gokcora
2021. Language learners' digital literacies: Focus on students' information literacy and reading practices online. Journal of Computer Assisted Learning 37:4  pp. 1127 ff. DOI logo
Yeh, Ellen & Nicholas Swinehart
2022. Social media literacy in L2 environments: navigating anonymous user-generated content. Computer Assisted Language Learning 35:8  pp. 1731 ff. DOI logo
Young, Michael F., Stephen Slota, Andrew B. Cutter, Gerard Jalette, Greg Mullin, Benedict Lai, Zeus Simeoni, Matthew Tran & Mariya Yukhymenko
2012. Our Princess Is in Another Castle. Review of Educational Research 82:1  pp. 61 ff. DOI logo
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Zhang, Ying
2023. The Influence of Game-Enhanced Communication on EFL Learners’ Pragmatic Competence in Compliment Responses. Applied Linguistics DOI logo
Zhang, Yongjun, Hongwen Song, Xiaoming Liu, Dinghong Tang, Yue-e Chen & Xiaochu Zhang
2017. Language Learning Enhanced by Massive Multiple Online Role-Playing Games (MMORPGs) and the Underlying Behavioral and Neural Mechanisms. Frontiers in Human Neuroscience 11 DOI logo
Zhao, Jinjing
2016. L2 Languaging in a Massively Multiplayer Online Game. International Journal of Computer-Assisted Language Learning and Teaching 6:4  pp. 1 ff. DOI logo
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Zhao, Jinjing
2019. L2 Languaging in a Massively Multiplayer Online Game. In Computer-Assisted Language Learning,  pp. 855 ff. DOI logo
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2015. Vocabulary learning in massively multiplayer online games: context and action before words. Educational Technology Research and Development 63:5  pp. 771 ff. DOI logo
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2017. Dialogicality, Ecology, and Learning in Online Game Worlds. In Language, Education and Technology,  pp. 345 ff. DOI logo
Zheng, Dongping, Kristi Newgarden & Michael F. Young
2012. Multimodal analysis of language learning in World of Warcraft play: Languaging as Values-realizing. ReCALL 24:3  pp. 339 ff. DOI logo
ZHENG, DONGPING, MICHAEL F. YOUNG, MANUELA MARIA WAGNER & ROBERT A. BREWER
2009. Negotiation for Action: English Language Learning in Game‐Based Virtual Worlds. The Modern Language Journal 93:4  pp. 489 ff. DOI logo

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