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REFERENCES

Amoia et al. (2012). A serious game for second language acquisition in a virtual environment. Systemics, Cybernetics and Informatics, 10(1), 24-34.

https://members.loria.fr/CGardent/publis/allegro-jsci12.pdf

Shepherd, J. J. et al. (2011). Lost in the middle kingdom: second language acquisition video game. ACM New York, 290-294.

https://dl.acm.org/ft_gateway.cfm?id=2016114

Denzin, N. K., Lincoln, Y. S. (2005). The SAGE Handbook of Qualitative Research. California, US: SAGE Publications.

De Velde, M. V. (2012). Aligning SLA theory with the 21st century: Observing How Video Games Influence Second Language Acquisition in Children.

Ghent University, Ghent, Belgium.

Figueroa-Flores, J. F. (2015). Using gamification to enhance second language learning. Digital Education Review. 27, 32-54.

https://revistes.ub.edu/index.php/der/article/view/11912

Gomleksiz, M. N. (2001). The effects of age and motivation factors on second language acquisition. Firat University Journal of Social Science,11(2), 217-224. https://web.firat.edu.tr/sosyalbil/dergi/arsiv/cilt11/sayi2/217-224 Surif, J. B. (2018). Behavioral theory: classical and operant conditioning.

Department of Science and Mathematics, 1(1), 1-26.

https://ocw.utm.my/file.php/21/2._Behavioral_Theory.pdf

Krashen S., Long, M. and Scarcella, R. (1979). Age, rate and eventual attainment in second language acquisition. TESOL Quarterly, 13, 573–82.

https://eric.ed.gov/?id=EJ214430

Matyus, J. (2018). Qualitative Data Analysis with Flow Charts. Florida: Institute of Internal Auditors.

Miles, M. B., Huberman, A. M. (1984). Qualitative Data Analysis: A Sourcebook of New Methods. California, US: SAGE Publications.

Nuryasin, A. A. (2018). L2 acquisition portrayed through the use of Way Ahead game by children in learning Basic English. TEKNOSASTIK, 16(2), 60-65.

https://ejurnal.teknokrat.ac.id/index.php/teknosastik/issue/view/41

Ogden, C. K. (1930). Basic English: a general introduction with rules and grammar. London: Kegan Paul

Pavlov, I. P. (2012). Conditioned Reflexes. Massachusetts, US: Courier Corporation.

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Rudis, D., Postic, S. (2018). Influence of video games on the acquisition of the English language. Kalbu Didaktika, 2(2), 112-128.

www.journals.vu.lt/verbum/article/view/11354

Uribe, J. A. L. (2013, March 15). Children Learning English Effectively.

http://childrenlearningenglishaffectively.blogspot.com/2013/03/affective- language-acquisition-stages_15.html

Verdinelli, S., Scagnoli, N. I. (2013). Data Display in Qualitative Research.

International Journal of Qualitative Methods, 359–381.

https://journals.sagepub.com/doi/abs/10.1177/160940691301200117 Wang, D., Kelly, P. (2013). Making vocabulary memorization strategies more

effective and enjoyable for first year Chinese university students. The

English Teacher, 42(2), 74-88.

https://pdfs.semanticscholar.org/df91/c67ba3d325558b91dcb297416bfea4 b72fbf.pdf

Xiaohui, H. (2010). An empirical study on the effects of comprehensible input on incidental English vocabulary recognition. Chinese Journal of Applied Linguistics, 33(6), 91-108. www.celea.org.cn/teic/94/6.pdf

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