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Academic Journal

Effects of Gamifying Questions on English Grammar Learning Mediated by Epistemic Curiosity and Language Anxiety

Subjects: Gamification; Grammar; English (Second Language)Taiwan (Taipei)

  • Source: Computer Assisted Language Learning, v35 n7 p1458-1482 2022.

  • Abstract: Different types of gamification can be advantageous to enhancing students' learning. In contrast to the extant As Provided

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Academic Journal

Gamification in Mobile-Assisted Language Learning: A Systematic Review of Duolingo Literature from Public Release of 2012 to Early 2020

Subjects: Gamification; Computer Assisted Instruction; Second Language Learning

  • Source: Computer Assisted Language Learning, v36 n3 p517-554 2023.

  • Abstract: More than 300 million people use the gamified mobile-assisted language learning (MALL) application (app) Duolingo. The challenging tasks, reward incentives, systematic levels, ... As Provided

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Academic Journal

Using Gamification to Support Learning English as a Second Language: A Systematic Review

Subjects: Second Language Learning; Second Language Instruction; English (Second Language)

  • Source: Computer Assisted Language Learning, v34 n7 p934-957 2021.

  • Abstract: Digital gamification has been argued to be a fun and enjoyable method to support Learning English as ... As Provided

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Academic Journal

Gamification of complex morphology learning: the case of Turkish.

  • Source: Computer Assisted Language Learning; 2023, Vol. 36 Issue 8, p1421-1449, 29p

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Academic Journal

Students' perceptions of the use of Kahoot! in English as a foreign language classroom learning context.

  • Source: Computer Assisted Language Learning; 2023, Vol. 36 Issue 8, p1668-1687, 20p

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Academic Journal

Foreign Language Acquisition via Artificial Intelligence and Extended Reality: Design and Evaluation

Subjects: Second Language Learning; Language Acquisition; Artificial Intelligence

  • Source: Computer Assisted Language Learning, v35 n9 p2332-2360 2022.

  • Abstract: Artificial Intelligence (AI) and Extended Reality (XR) have been employed in several foreign language education applications to increase the availability of experiential ... As Provided

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Academic Journal

The Effects of a Mobile Gamification App on Elementary Students' Spanish Achievement and Self-Efficacy

Subjects: Second Language Learning; Second Language Instruction; SpanishFloridaPatterns of Adaptive Learning Survey

  • Source: Computer Assisted Language Learning, v31 n1-2 p72-89 2018.

  • Abstract: A quasi-experimental, pretest-posttest, non-equivalent control group design was used to examine the effect of a mobile gamification application on third and ... As Provided

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Academic Journal

Comparing the effects of digital and non-digital gamification on EFL learners’ collocation knowledge, perceptions, and sense of flow.

  • Source: Computer Assisted Language Learning. Nov2022, p1-33. 33p. 1 Illustration, 11 Charts.

  • Abstract: Abstract This study investigated the effects of digital and non-digital gamification on EFL learners’ learning collocations, satisfaction, ... Copyright of Computer Assisted Language Learning is the property of Routledge and its content may not be copied or emailed ...

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Academic Journal

Understanding how gamification of English morphological analysis in a blended learning environment influences students’ engagement and reading comprehension.

  • Source: Computer Assisted Language Learning. Jun2023, p1-34. 34p. 3 Illustrations, 4 Charts.

  • Abstract: Abstract Morphological analysis is a form of problem solving to work out the meanings of unfamiliar words by applying knowledge of morphemes. It has emerged ... Copyright of Computer Assisted Language Learning is the property of Routledge and its content may not be copied or emailed ...

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Academic Journal

Quest-based learning and motivation in an EFL context.

  • Source: Computer Assisted Language Learning. Jan2022, p1-25. 25p. 7 Illustrations, 3 Charts.

  • Abstract: Abstract The study reported in this article investigated the use of quest-based learning (QBL) in a gamified English as a foreign ... Copyright of Computer Assisted Language Learning is the property of Routledge and its content may not be copied or emailed ...

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