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Using Pop-Culture to Engage Students in the Classroom
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In: ISSN: 0021-9584 ; Journal of Chemical Education ; https://hal.archives-ouvertes.fr/hal-03125040 ; Journal of Chemical Education, American Chemical Society, Division of Chemical Education, In press, ⟨10.1021/acs.jchemed.0c00233⟩ (2021)
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Intelligent gamification for individualized dyslexia remediation and in-home therapy ; Gamification intelligente pour une remédiation à domicile et individualisée de la dyslexie
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In: https://tel.archives-ouvertes.fr/tel-03585122 ; Psychology. Université Paris-Saclay, 2021. English. ⟨NNT : 2021UPASW002⟩ (2021)
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Defining the gaming profile of students of English for Legal Purposes
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In: Sustainable Multilingualism ; https://hal.archives-ouvertes.fr/hal-03251167 ; Sustainable Multilingualism, Institute of Foreign Languages of Vytautas Magnus University; Language Teachers' Association of Lithuania, Jun 2021, Kaunas, Lithuania ; https://sites.google.com/view/sm2021/home (2021)
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The Effect of Multiplayer Video Games on Incidental and Intentional L2 Vocabulary Learning: The Case of Among Us
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In: Multimodal Technologies and Interaction; Volume 5; Issue 12; Pages: 80 (2021)
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The Effect of Multiplayer Video Games on Incidental and Intentional L2 Vocabulary Learning: The Case of Among Us
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Proposing Game Concepts and Design Recommendations for Minority Language Learning: Karelian Language ...
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Proposing Game Concepts and Design Recommendations for Minority Language Learning: Karelian Language ...
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Giving Teachers a Voice: A Study of Actual Game Use in the Classroom
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In: Information ; Volume 11 ; Issue 1 (2020)
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Design, Development, and Evaluation of Research Tools for Evidence-Based Learning: A Digital Game-Based Spelling Training for German Primary School Children ...
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Design, Development, and Evaluation of Research Tools for Evidence-Based Learning: A Digital Game-Based Spelling Training for German Primary School Children
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Using Serious Games for Learning British Sign Language Combining Video, Enhanced Interactivity, and VR Technology
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Using serious games for learning sign language combining video, enhanced interactivity and VR technology
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Adult Learning Sign Language by combining video, interactivity and play in a 3D game platform
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Feeling alienated – teachers using immersive digital games in classrooms
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Sobre el enfoque lúdico en los procesos de enseñanza y aprendizaje de segundas lenguas
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In: Revista Nebrija de Linguistica Aplicada a la Enseñanza de Lenguas, Vol 10, Iss 20 (2016) (2016)
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Using Game-Based Learning to Foster Critical Thinking in Student Discourse
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In: Interdisciplinary Journal of Problem-Based Learning (2015)
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Educators who believe: understanding the enthusiasm of teachers who use digital games in the classroom
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Gamifying French Language Learning: a case study examining a quest-based, augmented reality mobile learning-tool
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Affect and willingness to communicate in digital game-based learning
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