2021
DOI: 10.1177/21582440211067247
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A Comparative Review of Mobile and Non-Mobile Games for Language Learning

Abstract: Recent studies have increasingly investigated the effectiveness of both mobile and non-mobile digital game-based language learning. To gain an in-depth understanding of the differences in the effectiveness of mobile and non-mobile games, we compared studies from January 2000 to August 2020 investigating mobile game-based language learning (MGBLL) and non-mobile game-based language learning (NMGBLL). Sixty-four articles were analyzed from four aspects: game types, game elements, target languages, and learning o… Show more

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Cited by 13 publications
(11 citation statements)
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“…All these elements are intended to arouse participants’ feelings of interest, competitiveness, curiosity, and frustration, convince them, and even change their behaviors, so that a gamification application could facilitate their learning process. Gamification is easy to implement on portable mobile devices and widely applied in digital environment ( Su et al, 2021 ), therefore, this study focuses on the digital gamification.…”
Section: Introductionmentioning
confidence: 99%
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“…All these elements are intended to arouse participants’ feelings of interest, competitiveness, curiosity, and frustration, convince them, and even change their behaviors, so that a gamification application could facilitate their learning process. Gamification is easy to implement on portable mobile devices and widely applied in digital environment ( Su et al, 2021 ), therefore, this study focuses on the digital gamification.…”
Section: Introductionmentioning
confidence: 99%
“…Given the increasing popularity of gamification in language learning, there appeared several reviews on gamification in teaching and learning languages ( Dehghanzadeh et al, 2019 ; Dehganzadeh and Dehganzadeh, 2020 ; Shortt et al, 2021 ; Su et al, 2021 ). Su et al (2021) compared 64 high-quality studies from January 2000 to August 2020 investigating mobile game-based language learning (MGBLL) and non-mobile game-based language learning (NMGBLL).…”
Section: Introductionmentioning
confidence: 99%
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“…• Digital learning must be infused with character education. Some of the weaknesses of digital learning include the possibility of cheating by students, integrating cultural values, and the emergence of a consumptive attitude towards the internet [41][42][43]. Difficulties in integrating character education in digital-based education because there is no supporting curriculum [34].…”
Section: What Are the Challenges Of Implementing Digital-based Educat...mentioning
confidence: 99%
“…are aimed at facilitating learning foreign languages(Su et al, 2021; Lai&Bower,2019), and only some are explicitly developed for Chinese learning Wong&Hsu, 2016) Tsai et al(2021). andRedfern & McCurry (2018) improved the Key-Image method -a novel mnemonic (memory aid) tool similar to Chineasy method, where characters evolve from a picture in the Chinese learning class.…”
mentioning
confidence: 99%