2014
DOI: 10.1016/j.sbspro.2014.03.418
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The Impact of Online Games on Learning English Vocabulary by Iranian (Low-intermediate) EFL Learners

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Cited by 83 publications
(71 citation statements)
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“…Ashraf, Motlagh, & Salami (2014) studied 24 students who were at a low-intermediate level for over a period of 15 weeks. Students were randomly separated into an experimental and a control group.…”
Section: Literature Reviewmentioning
confidence: 99%
“…Ashraf, Motlagh, & Salami (2014) studied 24 students who were at a low-intermediate level for over a period of 15 weeks. Students were randomly separated into an experimental and a control group.…”
Section: Literature Reviewmentioning
confidence: 99%
“…It seems in a relaxed, motivating, and enjoyable environment, vocabulary acquisition occurs better where learners can concentrate on new words and their contextual usage. Several aids such as drawings, humorous behaviors, illustrations and games can be used in developing fun and enjoyable conditions [21]. Vocabulary games bring real world context into the classroom, and enhance students' use of English in a flexible, communicative way [22].…”
Section: Literature Reviewmentioning
confidence: 99%
“…As the above explanation, digital game e-CALF can help to promote self-regulated learning, especially for the self-reflection phase. e-CALF as a digital game for helping students to learn does not only have beneficial impact for students' cognition like improving vocabulary mastery [22,23,24,25,26,27,28,29,30,31] and honing students' problem-solving abilities [32,33,34,35,36], but the students can enjoy learning language in fun atmosphere without feelings of worries [26].…”
Section: Findings and Discussionmentioning
confidence: 99%