Crossref Citations
This article has been cited by the following publications. This list is generated based on data provided by
Crossref.
Govender, Terence
and
Arnedo-Moreno, Joan
2021.
An Analysis of Game Design Elements Used in Digital Game-Based Language Learning.
Sustainability,
Vol. 13,
Issue. 12,
p.
6679.
Schenker, Theresa
2021.
An Advanced Fairy‐Tale Course: Text Selection, Assignments, and Student Feedback.
Die Unterrichtspraxis/Teaching German,
Vol. 54,
Issue. 1,
p.
53.
Uslu, Ali
and
Uslu, Nilüfer Atman
2021.
Improving Primary School Students’ Creative Writing and Social-Emotional Learning Skills through Collaborative Digital Storytelling.
Acta Educationis Generalis,
Vol. 11,
Issue. 2,
p.
1.
ERDİN, Yaşar
and
UZUN, Levent
2021.
An In-Depth Look into Perceived Technology Proficiency of Turkish Teachers of English and Their Technology Practices.
Journal of Educational Technology and Online Learning,
Su, Fan
Zou, Di
Xie, Haoran
and
Wang, Fu Lee
2021.
A Comparative Review of Mobile and Non-Mobile Games for Language Learning.
SAGE Open,
Vol. 11,
Issue. 4,
p.
215824402110672.
Akdag, Sahin
and
Altinay, Zehra
2021.
Learning Through Digital Stories for Safe School Environment.
Frontiers in Psychology,
Vol. 12,
Issue. ,
Lin, Yu-Ju
and
Wang, Hung-chun
2021.
Using virtual reality to facilitate learners’ creative self-efficacy and intrinsic motivation in an EFL classroom.
Education and Information Technologies,
Vol. 26,
Issue. 4,
p.
4487.
García-Molina, María
and
Palacios-Hidalgo, Francisco Javier
2022.
Handbook of Research on International Approaches and Practices for Gamifying Mathematics.
p.
104.
Wu, Junjie Gavin
Zhang, Danyang
and
Wang, Minjuan
2022.
Game-Based Virtual Reality for Languaculture Learning: An Example of the Forbidden City.
p.
1.
Bahari, Akbar
and
Gholami, Leila
2022.
Challenges and affordances of reading and writing development in technology-assisted language learning.
Interactive Learning Environments,
p.
1.
Yang, Xiaoci
and
Lakshmanna, Kuruva
2022.
Research on Digital Teaching of Creative Writing in the Context of Computer Big Data.
Wireless Communications and Mobile Computing,
Vol. 2022,
Issue. ,
p.
1.
Lin, Yu-Ju
and
Wang, Hung-chun
2022.
Applying augmented reality in a university English class: Learners’ perceptions of creativity and learning motivation.
Innovation in Language Learning and Teaching,
p.
1.
Lee, Sangmin-Michelle
2022.
Factors affecting incidental L2 vocabulary acquisition and retention in a game-enhanced learning environment.
ReCALL,
p.
1.
Shadiev, Rustam
Liu, Taoying
Shadiev, Narzikul
Wang, Xueying
Yang, Meng-Ke
Fayziev, Mirzaali
and
Zhussupova, Roza
2022.
The effects of familiarity with mobile-assisted language learning environments on creativity.
p.
242.
Ricoy, María-Carmen
Martínez-Carrera, Sara
and
Martínez-Carrera, Isabel
2022.
Social Overview of Smartphone Use by Teenagers.
International Journal of Environmental Research and Public Health,
Vol. 19,
Issue. 22,
p.
15068.
Shadiev, Rustam
Wang, Xueying
Liu, Taoying
and
Yang, Mengke
2022.
Improving students’ creativity in familiar versus unfamiliar mobile-assisted language learning environments.
Interactive Learning Environments,
p.
1.
Tang, Chaoying
Mao, Shibo
Naumann, Stefanie E.
and
Xing, Ziwei
2022.
Improving student creativity through digital technology products: A literature review.
Thinking Skills and Creativity,
Vol. 44,
Issue. ,
p.
101032.
Yang, Jie Chi
Chung, Ching‐Jung
and
Chen, Mei‐Shan
2022.
Effects of performance goal orientations on learning performance and
in‐game
performance in digital
game‐based
learning
.
Journal of Computer Assisted Learning,
Vol. 38,
Issue. 2,
p.
422.