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The Impact of Digital Games on Motivation and Attitudes of EFL College Students

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참고문헌 (27)

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  11. Gentile, D. A., "Pathological video game use among youths : A two-year longitudinal study", Pediatrics, 127(2), pp.319~329 (2011)
  12. Gomleksiz, M. N., "Newly developed 5th grade science and technology course curriculum", International Journal of Education, 2, pp.11~41 (2008)
  13. González-González, C. S., "Gender and age differences in preferences on game elements and platforms", Sensors, 22(9), pp.3567~ (2022)
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  19. Liu F., "Using Games to promote English as a foreign language learners’ willingness to communicate : Potential effects and teachers’ attitude in focus", Frontiers in Psychology, 12, pp.762447~ (2021)[DOI]
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  21. Saovapa, W., "Enhancement of performance and motivation through application of digital games in an English language class", Teaching English with Technology, 18(1), pp.77~92 (2018)
  22. Shamsutdinova, E. K., "Implementing interactive methods in teaching general English for future programmers", International Journal of Scienticis Study, 5(5), pp.362~366 (2017)
  23. Soyoof, A., "Informal digital learning of English(IDLE) : A scoping review of what has been done and a look towards what is to come", Computer Assisted Language Learning, 36(4), pp.608~640 (2021)[DOI]
  24. Sylven, L. K., "Computer-Assisted Language Learning(CALL)in extracurricular", extramural contexts, 2016, pp.34(1), 1~4
  25. Taskiran, A., "The effect of augmented reality games on English as foreign language motivation", E-Learning and Digital Media, 16(2), pp.122~135 (2019)[DOI]
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  27. Thorne, S. L., "Second language use, socialization, and learning in Internet interest communities and online gaming", The Modern Language Journal, 93, pp.802~821 (2009)

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