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The Game-Based Constructive Learning Environment to Increase English Vocabulary Acquisition: Implementing a Wireless Crossword Fan-Tan Game (WiCFG) as an Example., , и . WMUTE, стр. 205-207. IEEE Computer Society, (2008)Implementation of the scrabble game on the mobile devices to increase english vocabulary acquisition., , , и . CSCL, стр. 441-443. International Society of the Learning Sciences / ACM DL, (2007)Exploring the Effectiveness of Adopting the ASR-Based System to Facilitate Adults' English Speaking Proficiency., и . ICWL, том 8167 из Lecture Notes in Computer Science, стр. 306-311. Springer, (2013)Needs Analyses and Initial Design of the Handheld Chinese Reading System for Classic Literature., и . ICITL, том 11937 из Lecture Notes in Computer Science, стр. 568-577. Springer, (2019)How S-IDEAL Model Promotes Deeper Science Learning in SPOCs: Preliminary Design-Based Research., и . ICALT, стр. 166-170. IEEE Computer Society, (2016)Exploring Major Events and the Accumulated User Forecasting Model to Support Building Web-Based Learning Communities - Preliminary Analysis from the School for All., , , , , и . ICALT, IEEE Computer Society, (2004)ICT Integrated into One-to-One Tutoring: From Face to Face to Online., , и . ICALT, стр. 568-570. IEEE Computer Society, (2006)Application of student-centered speech-enabled CALL system for EFL students: A case study., и . T4E, стр. 89-92. IEEE Computer Society, (2010)Exploring young and adult learners' perceptions of corrective feedback in ASR-based CALL system., и . Br. J. Educ. Technol., 43 (3): 77- (2012)Integrating ICT into second language education in a vocational high school.. J. Comput. Assist. Learn., 19 (4): 447-461 (2003)