{"title":"通过数字游戏提高焦虑的外语学生的英语词汇和内容学习能力","authors":"Yu-Fen Yang, Alexis P.I. Goh, Chih-Chien Hu, Nian-Shing Chen, Siao-Cing Lai","doi":"10.1080/09588221.2024.2371383","DOIUrl":null,"url":null,"abstract":"This study aimed to investigate how game-playing affected low- and high-anxiety students’ English vocabulary and content learning in a digital game-based learning (DGBL) environment. The participan...","PeriodicalId":47787,"journal":{"name":"Computer Assisted Language Learning","volume":"88 1","pages":""},"PeriodicalIF":6.0000,"publicationDate":"2024-07-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":"{\"title\":\"Digital game-playing to enhance English vocabulary and content learning among anxious foreign language students\",\"authors\":\"Yu-Fen Yang, Alexis P.I. Goh, Chih-Chien Hu, Nian-Shing Chen, Siao-Cing Lai\",\"doi\":\"10.1080/09588221.2024.2371383\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"This study aimed to investigate how game-playing affected low- and high-anxiety students’ English vocabulary and content learning in a digital game-based learning (DGBL) environment. The participan...\",\"PeriodicalId\":47787,\"journal\":{\"name\":\"Computer Assisted Language Learning\",\"volume\":\"88 1\",\"pages\":\"\"},\"PeriodicalIF\":6.0000,\"publicationDate\":\"2024-07-01\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"0\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"Computer Assisted Language Learning\",\"FirstCategoryId\":\"98\",\"ListUrlMain\":\"https://doi.org/10.1080/09588221.2024.2371383\",\"RegionNum\":1,\"RegionCategory\":\"文学\",\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"Q1\",\"JCRName\":\"EDUCATION & EDUCATIONAL RESEARCH\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"Computer Assisted Language Learning","FirstCategoryId":"98","ListUrlMain":"https://doi.org/10.1080/09588221.2024.2371383","RegionNum":1,"RegionCategory":"文学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"Q1","JCRName":"EDUCATION & EDUCATIONAL RESEARCH","Score":null,"Total":0}
Digital game-playing to enhance English vocabulary and content learning among anxious foreign language students
This study aimed to investigate how game-playing affected low- and high-anxiety students’ English vocabulary and content learning in a digital game-based learning (DGBL) environment. The participan...
期刊介绍:
Computer Assisted Language Learning (CALL) is an intercontinental and interdisciplinary journal which leads the field in its dedication to all matters associated with the use of computers in language learning (L1 and L2), teaching and testing. It provides a forum to discuss the discoveries in the field and to exchange experience and information about existing techniques. The scope of the journal is intentionally wide-ranging and embraces a multitude of disciplines.