LLP Reference List

The following table contains all references from LLP articles.

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Blume, C. (2019). Playing by their rules: Why issues of capital (should) influence digital game-based language learning in schools. CALICO Journal, 36(1), 19-38.
Boardman, A. E., Greenberg, D. H., Vining, A. R., & Weimer, D. L. (2017). Cost-benefit analysis: concepts and practice. Cambridge University Press.
Borg, S. (2015). Teacher cognition and language education: Research and practice. Bloomsbury Publishing. [Amazon Kindle] Retrieved from
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Chee, Y.S., Mehorta, S. & Ong, J.C. (2014). Facilitating dialog in the game-based learning classroom: Teacher challenges reconstructing professional identity. Journal of Digital Culture & Education, (6)4, 298-316.
Chik, A. (2011). Digital gaming and social networking: English teachers’ perceptions, attitudes and experiences. Pedagogies: An International Journal, 6(2), 154-166.
Chik, A. (2011). Learner autonomy development through digital gameplay. Digital culture & education, 3(1), 30-45.
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Coleman, D. W. (2002). On foot in SIMCITY: Using SIMCOPTER as the basis for an ESL writing assignment. Simulation & Gaming, 33(2), 217-230.
Cope, B., & Kalantzis, M. (Eds.). (2016). A pedagogy of multiliteracies: Learning by design. Springer.
Cope, B., & Kalantzis, M. (Eds). (2000). Multiliteracies: Literacy learning and the design of social futures. London: Routledge.
Cornillie, F., Thorne, S.L. & Desmet, P. (2012). ReCALL Special Issue: Digital Games for Language Learning: Challenges and Opportunities. ReCALL, 24(03), pp. 243-256.
Crookall, D. (2010). Serious games, debriefing, and simulation/gaming as a discipline. Simulation & gaming, 41(6), 898-920.
Cuban, L. (2009). Oversold and underused. Harvard University Press.
Darvasi, P. (2016) The Ward Game: How McMurphy, McLuhan, and MacGyver Might Free Us From McEducation. In: C. Williams-Pierce (Ed), Teacher Pioneers: Visions from the Edge of the Map. (pp. 70-105) Carnegie Mellon: ETC Press Pittsburgh, PA.
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deHaan, J. (2005a). Language learning through video games: A theoretical framework, an analysis of game genres and questions for future research. In S. Schaffer & M. Price (Eds.), Interactive Convergence: Critical Issues in Multimedia (vol. 10), Chapter 14 (pp. 229-239). Interdisciplinary Press.
deHaan, J. (2005b). Acquisition of Japanese as a foreign language through a baseball video game. Foreign Language Annals, 38(2), 278-282.
deHaan, J. (2019). Teaching language and literacy with games: What? How? Why? Ludic Language Pedagogy, (1), 1-57.
deHaan, J. (Ed.) (2013). Video Games and Second Language Acquisition: 6 Case Studies. Common Ground Press: Chicago, USA.
deHaan, J., Reed, W.M., Kuwada, K. (2010). The effect of interactivity with a music video game on second language vocabulary recall. Language Learning and Technology, 14(2), 74-94.
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Dupuy, B. (2011). CLIL: Achieving its goals through a multiliteracies framework. Latin American Journal of Content & Language Integrated Learning, 4(2), 21-32. doi:10.5294/laclil.2011.4.2.3.
Egenfeldt-Nielsen, S. (2005). Beyond edutainment: Exploring the educational potential of computer games.
Ensslin, A. (2011). The language of gaming. Macmillan International Higher Education.
Farber, M. (2018). Game-based learning in action: How an expert affinity group teachers with games. New York, NY: Peter Lang.
Filsecker, M., & Bündgens-Kosten, J. (2012). Behaviorism, Constructivism, and Communities of Practice: How pedagogic theories help us understand game-based language learning. In H. Reinders (Ed.) Digital Games in Language Learning and Teaching (pp. 50-69). New York: Palgrave Macmillan.
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Gebhard, J. G., & Oprandy, R. (2005). Language teaching awareness: A guide to exploring beliefs and practices. Cambridge University Press.
Gee, J. P. (2003). What video games have to teach us about learning and literacy. New York, NY: Palgrave Macmillan.
Gee, J., & Hayes, E. (2012). Nurturing Affinity Spaces and Game-Based Learning. In C. Steinkuehler, K. Squire, & S. Barab (Eds.), Games, Learning, and Society: Learning and Meaning in the Digital Age (pp. 129-153). Cambridge: Cambridge University Press.
Gee, J.P. (2008). Learning and games. In K. Salen (Ed.) The Ecology of Games: Connecting Youth, Games, and Learning (pp. 21-40). Cambridge, MA: The MIT Press.
Gee, J.P. (2012). Foreword. In H. Reinders (Ed.), Digital Games in Language Learning and Teaching (pp. xii-xiv). New York: Palgrave Macmillan
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Gray, J. (2002). The global coursebook in English language teaching. In D. Block & D. Cameron (Eds). Globalization and language teaching (pp. 161-177). New York: Routledge.
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Honig, B., & Karlsson, T. (2004). Institutional forces and the written business plan. Journal of Management, 30(1), 29-48.
Hubbard, P. (2004). Learner training for effective use of CALL. In S. Fotos & C. Browne (Eds.), New perspectives on CALL for second language classrooms (pp. 45–68). Mahwah, NJ: Lawrence Erlbaum Associates.
Ito, M., Gutiérrez, K., Livingstone, S., Penuel, B., Rhodes, J., Salen, K., … & Watkins, S. C. (2013). Connected learning: An agenda for research and design. BookBaby.
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Jones, D. M. (2019). Teacher Cognition Related to Tabletop Game Use in Language Learning Classrooms, (Unpublished masters dissertation). Trinity Western University, British Columbia, Canada.
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Kohn, A. (1999). Punished by Rewards: The Trouble with Gold Stars, Incentive Plans, A’s, Praise, and Other Bribes. Houghton Mifflin Harcourt.
Kumagai, Y., López-Sánchez, A., & Wu, S. (Eds.). (2015). Multiliteracies in world language education. Routledge.
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Kurek, M., & Hauck, M. (2014). Closing the “digital divide” a framework for multiliteracy training. In J. Guikema (Ed.), Digital literacies in foreign and second language education (pp. 119-136). San Marcos: Calico.
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Mason, C., & Stark, M. (2004). What do investors look for in a business plan? A comparison of the investment criteria of bankers, venture capitalists and business angels. International Small Business Journal, 22(3), 227-248.
Masuda, R. & deHaan, J. (2015). Language in game rules and game play: A study of emergence in Pandemic. International Journal of English Linguistics, 5(6), 1-10.
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Miller, M., & Hegelheimer, V. (2006). The SIMs meet ESL: Incorporating authentic computer simulation games into the language classroom. Interactive Technology and Smart Education, 3(4), 311-328.
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