Publication Date
In 2025 | 1 |
Since 2024 | 2 |
Since 2021 (last 5 years) | 4 |
Descriptor
Source
International Journal of… | 4 |
Author
Junjie Gavin Wu | 2 |
Danyang Zhang | 1 |
Fuchs, Richard W. | 1 |
Johnson, Peter | 1 |
Junhua Xian | 1 |
Kean Wah Lee | 1 |
Li, Ke | 1 |
Peterson, Mark | 1 |
Reynolds, Eric D. | 1 |
Sangmin-Michelle Lee | 1 |
Wan, Jiahui | 1 |
More ▼ |
Publication Type
Journal Articles | 4 |
Reports - Research | 2 |
Information Analyses | 1 |
Reports - Evaluative | 1 |
Tests/Questionnaires | 1 |
Education Level
Higher Education | 2 |
Postsecondary Education | 2 |
Audience
Location
China | 1 |
Hong Kong | 1 |
Japan | 1 |
South Korea | 1 |
Taiwan | 1 |
United States | 1 |
Laws, Policies, & Programs
Assessments and Surveys
What Works Clearinghouse Rating
Junjie Gavin Wu; Danyang Zhang; Sangmin-Michelle Lee; Junhua Xian – International Journal of Computer-Assisted Language Learning and Teaching, 2025
Digital games have become an important educational tool for learning and teaching. The development of such games has advanced from 2D, desktop-based technologies to 3D, augmented reality (AR) / virtual reality (VR)-based technologies. Yet digital game-based language learning (DGBLL) with AR/VR has only recently started to be investigated, owing to…
Descriptors: Video Games, Computer Simulation, Second Language Learning, Game Based Learning
Zhaoyang Xiong; Junjie Gavin Wu; Kean Wah Lee – International Journal of Computer-Assisted Language Learning and Teaching, 2024
Digital games have gained significant attention in the field of language education. Among various educational applications, research on digital game-based vocabulary learning (DGBVL) has seen a marked increase in interest and exploration. This study presents a scientometric review based on bibliometric data from the Scopus and Web of Science Core…
Descriptors: Video Games, Game Based Learning, Vocabulary Development, Educational Research
Li, Ke; Peterson, Mark; Wan, Jiahui – International Journal of Computer-Assisted Language Learning and Teaching, 2022
Despite the increasing awareness of digital games' potential for language learning, only a handful of studies focus on their integration into classrooms. Informed by bridging activities, this mixed methods case study recruited six students to engage in instructed gameplay in class and game-related activities after class. Both qualitative and…
Descriptors: Video Games, Second Language Learning, Academic Achievement, Learner Engagement
Reynolds, Eric D.; Fuchs, Richard W.; Johnson, Peter – International Journal of Computer-Assisted Language Learning and Teaching, 2021
The landscape of technology in language classrooms is changing so quickly that it's hard for us to keep pace. Games-based student response systems (GBSRS) in a bring-your-own-device environment have only recently become widely available for language classrooms; consequently, little research has been conducted into the efficacy of GBSRSs for…
Descriptors: Game Based Learning, Electronic Learning, Educational Technology, Vocabulary Development