4.7 Review

Applying game-related methods in the writing classroom: A scoping review

Related references

Note: Only part of the references are listed.
Review Education & Educational Research

Gamification in mobile-assisted language learning: a systematic review of Duolingo literature from public release of 2012 to early 2020

Mitchell Shortt et al.

Summary: This article provides a systematic review of the design and impact of the Duolingo app. The majority of research focuses on app design rather than the process and outcomes of language learning. Additionally, the preference for performance-based research questions, English as the research language, and the USA as the main research context are notable trends.

COMPUTER ASSISTED LANGUAGE LEARNING (2023)

Article Education & Educational Research

Examining the effects of mixed and non-digital gamification on students' learning performance, cognitive engagement and course satisfaction

Shen Qiao et al.

Summary: This study explores the effects of non-digital gamification and mixed gamification on student learning achievement, cognitive engagement, and course satisfaction. The results show that both approaches have a similar impact on improving student learning achievement. While non-digital gamification enhances students' course satisfaction, mixed gamification is more effective in improving students' cognitive engagement.

BRITISH JOURNAL OF EDUCATIONAL TECHNOLOGY (2023)

Article Education & Educational Research

The impact of an online gamified approach embedded with self-regulated learning support on students' reading performance and intrinsic motivation: A randomized controlled trial

Shen Qiao et al.

Summary: This study proposes a gamified learning approach embedded with self-regulated learning support for improving English reading performance and intrinsic motivation among junior secondary grade students. The results indicate that gamification leads to better morphology learning and increases students' intrinsic motivation, especially when combined with self-regulated learning support. The incorporation of self-regulated learning in gamification is recommended to achieve enhanced reading abilities, particularly in multisyllabic word reading.

JOURNAL OF COMPUTER ASSISTED LEARNING (2022)

Article Linguistics

?Why can?t writing courses be taught like this fo real?: Leveraging critical language awareness to promote African American Language speakers? writing skills

Shenika Hankerson

Summary: This qualitative case study demonstrates how a college writing curriculum focused on critical language awareness can enhance the written language skills of African American Language-speaking students, helping them overcome writing anxiety and improve their writing proficiency.

JOURNAL OF SECOND LANGUAGE WRITING (2022)

Article Education & Educational Research

Writing an expository text using augmented reality: Students' performance and perceptions

Ozge Koc et al.

Summary: This study investigated the impact of AR-based materials on high school students' English writing, finding a moderate effect on students' writing skills and positive perceptions toward the use of AR.

EDUCATION AND INFORMATION TECHNOLOGIES (2022)

Article Education & Educational Research

Problem-based gaming via an augmented reality mobile game and a printed game in foreign language education

Juhee Lee

Summary: This study compared the effects of an augmented reality (AR) mobile game and a printed game on student engagement and attitudes toward foreign language learning. The results showed that both groups had similar levels of engagement and positive attitudes regardless of the medium used. The only significant difference was that students perceived the print-mode game as more useful for learning English.

EDUCATION AND INFORMATION TECHNOLOGIES (2022)

Article Education & Educational Research

A mixed-methods study of the incidental acquisition of foreign language vocabulary and healthcare knowledge through serious game play

Ali Soyoof et al.

Summary: This study investigated the potential of serious games in providing both content and language acquisition routes, showing significant improvements in healthcare knowledge and vocabulary acquisition in the experimental group. Students' positive attitudes towards game play, multimodal contextual clues, and repetitive exposure to target words were key factors contributing to the gains in knowledge in the experimental group.

COMPUTER ASSISTED LANGUAGE LEARNING (2021)

Article Education & Educational Research

Evolving and re-mediated activities when preschool children play analogue and digital Memory games

Malin Nilsen et al.

Summary: The use of apps in preschool education has increased significantly, with digital technologies sometimes replacing analogue artefacts. Studies show that Memory games in digital and analogue form can mediate and transform children's engagement into distinct activities. It is complex to predict learning outcomes from specific games, emphasizing the need for nuanced discussions on how digital artefacts mediate and transform activities.

EARLY YEARS (2021)

Article Education & Educational Research

Using virtual reality to facilitate learners' creative self-efficacy and intrinsic motivation in an EFL classroom

Yu-Ju Lin et al.

Summary: The VR-supported creative project enhanced students' efficacy for creative thinking, but had minimal impact on their efficacy for creative production and confidence when facing negative feedback. Additionally, students with high creative self-efficacy felt less pressure and tension while working on the project.

EDUCATION AND INFORMATION TECHNOLOGIES (2021)

Article Education & Educational Research

The effect of flipped learning on EFL students' writing performance, autonomy, and motivation

Alaa Ismael Challob

Summary: Flipped learning has a positive impact on students' English writing performance, autonomy, and motivation, mainly due to the interactive nature of the learning environment, time and place flexibility, teacher and peers' feedback, and multiple learning sources that help students improve their English writing skills.

EDUCATION AND INFORMATION TECHNOLOGIES (2021)

Review Education & Educational Research

Using gamification to support learning English as a second language: a systematic review

Hojjat Dehghanzadeh et al.

Summary: Digital gamification is seen as a fun and enjoyable way to support Learning English as a Second Language (LESL) and narrow the gap between students' learning and educational practice. Studies show that enjoyable, engaging, motivating, and fun experiences are positive outcomes of gamified LESL environments, while content language learning, engagement, motivation, and satisfaction are the targeted learning outcomes. The results provide suggestions on designing digital gamification for students' LESL and their corresponding learning experiences and outcomes.

COMPUTER ASSISTED LANGUAGE LEARNING (2021)

Article Education & Educational Research

The applications and effects of learning English through augmented reality: a case study of Pokemon Go

Mei-Hung Wu

Summary: The rise of augmented reality has revolutionized the world of Information, Communication, and Technology, particularly in the booming phenomenon of mobile games like the successful application of Pokemon Go. This technology not only offers gamers a new experience with learning new technology, but also provides educators and learners with a unique way to explore English language origins and meanings through the world of pocket monsters.

COMPUTER ASSISTED LANGUAGE LEARNING (2021)

Article Education & Educational Research

Digital game-based vocabulary learning: where are we and where are we going?

Di Zou et al.

Summary: This research reviews the current status of digital game-based vocabulary learning and finds that digital games can promote vocabulary learning, reading and listening comprehension, increase motivation, reduce anxiety, and foster interaction among learners.

COMPUTER ASSISTED LANGUAGE LEARNING (2021)

Article Computer Science, Interdisciplinary Applications

The effects of two digital educational games on cognitive and non-cognitive math and reading outcomes

Stefanie Vanbecelaere et al.

COMPUTERS & EDUCATION (2020)

Article Computer Science, Interdisciplinary Applications

A web-based collaborative reading annotation system with gamification mechanisms to improve reading performance

Chih-Ming Chen et al.

COMPUTERS & EDUCATION (2020)

Review Education & Educational Research

A scoping review of digital game-based technology on English language learning

Zhihong Xu et al.

ETR&D-EDUCATIONAL TECHNOLOGY RESEARCH AND DEVELOPMENT (2020)

Article Education & Educational Research

Exploring the effect of computer-mediated teacher feedback on the writing achievement of Iranian EFL learners: Does motivation count?

Narjis Sherafati et al.

EDUCATION AND INFORMATION TECHNOLOGIES (2020)

Review Education & Educational Research

Examining Board Gameplay and Learning: A Multidisciplinary Review of Recent Research

Rebecca Yvonne Bayeck

SIMULATION & GAMING (2020)

Review Education & Educational Research

Second language learning in the context of massively multiplayer online games: A scoping review

Nasser Jabbari et al.

RECALL (2019)

Review Psychology, Multidisciplinary

Gamification and serious games: A literature meta-analysis and integrative model

Goncalo Baptista et al.

COMPUTERS IN HUMAN BEHAVIOR (2019)

Article Education & Educational Research

Getting Serious About Serious Games: Best Practices for Computer Games in Reading Classrooms

Erin M. McTigue et al.

READING TEACHER (2019)

Article Computer Science, Interdisciplinary Applications

Digital game-based second-language vocabulary learning and conditions of research designs: A meta-analysis study

Yu-Ling Tsai et al.

COMPUTERS & EDUCATION (2018)

Review Computer Science, Interdisciplinary Applications

A scoping review of research on digital game-based language learning

Hsiu-Ting Hung et al.

COMPUTERS & EDUCATION (2018)

Article Education & Educational Research

The effectiveness of digital game-based vocabulary learning: A framework-based view of meta-analysis

Meng-Hua Chen et al.

BRITISH JOURNAL OF EDUCATIONAL TECHNOLOGY (2018)

Article Gerontology

Non-Digital Game Playing by Older Adults

W. Ben Mortenson et al.

CANADIAN JOURNAL ON AGING-REVUE CANADIENNE DU VIEILLISSEMENT (2017)

Article Education & Educational Research

The Impact of Game-Like Features on Learning from an Intelligent Tutoring System

Keith Millis et al.

TECHNOLOGY KNOWLEDGE AND LEARNING (2017)

Article Education & Educational Research

The use of massively multiplayer online role-playing games in CALL: an analysis of research

Mark Peterson

COMPUTER ASSISTED LANGUAGE LEARNING (2016)

Article Education & Educational Research

Evaluating listening and speaking skills in a mobile game-based learning environment with situational contexts

Wu-Yuin Hwang et al.

COMPUTER ASSISTED LANGUAGE LEARNING (2016)

Article Computer Science, Information Systems

From Gamification to Gameful Design and Gameful Experience in Learning

Christo Dichev et al.

CYBERNETICS AND INFORMATION TECHNOLOGIES (2014)

Article Psychology, Educational

Motivation and Performance in a Game-Based Intelligent Tutoring System

G. Tanner Jackson et al.

JOURNAL OF EDUCATIONAL PSYCHOLOGY (2013)

Article Computer Science, Interdisciplinary Applications

Using ubiquitous games in an English listening and speaking course: Impact on learning outcomes and motivation

Tsung-Yu Liu et al.

COMPUTERS & EDUCATION (2010)

Article Education & Educational Research

Using Technology to Support Expository Reading and Writing in Science Classes

Jose A. Montelongo et al.

SCIENCE ACTIVITIES (2010)

Article Psychology, Educational

Writing as a learning tool: Testing the role of students' writing strategies

M Kieft et al.

EUROPEAN JOURNAL OF PSYCHOLOGY OF EDUCATION (2006)

Article Education & Educational Research

Developing motivation to write

R Bruning et al.

EDUCATIONAL PSYCHOLOGIST (2000)