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Francisco D. Guillén-Gámez; Ernesto Colomo-Magaña; Andrea Cívico-Ariza; Teresa Linde-Valenzuela – Technology, Knowledge and Learning, 2024
Since the COVID-19 pandemic, the use of digital resources and virtual platforms is even more essential to continue the educational process, either in person or online, affecting all the members involved in the teaching-learning process of the students. Therefore, this study is aimed: (1) to know and compare the digital competence of the agents…
Descriptors: Digital Literacy, Elementary Secondary Education, Preschool Education, Video Games
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Alrajhi, Assim S. – MEXTESOL Journal, 2020
This study explores L2 learners' perceptions of different dimensions of current commercial video games as a medium to foster English learning. Moreover, it looks into L2 learners' attitudes toward the integration of gaming into the English curriculum. To that end, a quantitative approach to data collection and analysis was employed. Responses were…
Descriptors: Second Language Learning, Second Language Instruction, English (Second Language), Video Games
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Scholz, Kyle W.; Schulze, Mathias – Language Learning & Technology, 2017
Recent research in digital game-based language learning has been encouraging, yet it would benefit from research methods that focus on the gaming processes and second-language development (Larsen-Freeman, 2015) rather than learner/player reflection or individuals' beliefs about the validity of gameplay. This has proven challenging as research…
Descriptors: Second Language Learning, Second Language Instruction, Role Playing, Observation