Gaming as extramural English L2 learning and L2 proficiency among young learners*
By Liss Kerstin Sylvén, Pia Sundqvist. ReCALL, 2012
345 citations recorded by the source corpus.
Subfields: Developmental and Educational Psychology, Education, Language and Linguistics
View Paper: https://www.semanticscholar.org/paper/129c411e6c700841932dc133bd91e03d841b23bc
How researchers see this paper
The researchers whose trusted networks rank it highest, strongest advocate first. Every researcher gets a different order.
In Developmental and Educational Psychology
- N. Schmitt
- Ju Seong Lee
- Liss Kerstin Sylvén
- E. Peters
- Stuart Webb
- Lars Stenius Stæhr
- M. Garnier
- A. Pellicer‐Sánchez
In Education
In Language and Linguistics
- N. Schmitt
- Ju Seong Lee
- Liss Kerstin Sylvén
- E. Peters
- Stuart Webb
- Lars Stenius Stæhr
- M. Garnier
- F. Boers
Citations in the corpus
- EFL students’ views of willingness to communicate in the extramural digital context (2019, background): “To date, studies on L2 learning in the ED context have mainly examined three aspects of English learning outcomes, including (1) language tests – vocabulary (Sundqvist & Wikstr€om, 2015; Sylv en & Sundqvist, 2012), reading (Cole & Vanderplank, 2016), formal testing (Lai et al., 2015; Sundqvist & Wik”
- Understanding vocabulary acquisition, instruction, and assessment: A research agenda (2019, background): “Sylvén and Sundqvist (2012) found that not only did boys engage in gaming more than girls, but they tended to play different types of games; they preferred first-person shooter or multiplayer games, while girls tended towards single-player simulation games.”
- CLIL in Sweden – why does it not work? A metaperspective on CLIL across contexts in Europe (2013, background): “Studies have shown that students at uppersecondary level have some kind of EE for up to 40 hours per week (Sundqvist and Sylvén 2012; Sylvén and Sundqvist 2012a, 2012b).”