[HTML][HTML] Revealing the theoretical basis of gamification: A systematic review and analysis of theory in research on gamification, serious games and game-based …
J Krath, L Schürmann, HFO Von Korflesch - Computers in Human Behavior, 2021 - Elsevier
Despite increasing scientific interest in explaining how gamification supports positive affect
and motivation, behavior change and learning, there is still a lack of an overview of the …
and motivation, behavior change and learning, there is still a lack of an overview of the …
Trends, research issues and applications of artificial intelligence in language education
Artificial Intelligence (AI) plays an increasingly important role in language education;
however, the trends, research issues, and applications of AI in language learning remain …
however, the trends, research issues, and applications of AI in language learning remain …
Types, purposes, and effectiveness of state-of-the-art technologies for second and foreign language learning
Digital technologies have been widely used to enhance language learning, the
effectiveness of which has been acknowledged in the literature. With the rapid development …
effectiveness of which has been acknowledged in the literature. With the rapid development …
Digital language learning (DLL): Insights from behavior, cognition, and the brain
How can we leverage digital technologies to enhance language learning and bilingual
representation? In this digital era, our theories and practices for the learning and teaching of …
representation? In this digital era, our theories and practices for the learning and teaching of …
A game-based learning system based on octalysis gamification framework to promote employees' Japanese learning
CM Chen, L Ming-Chaun, CP Kuo - Computers & Education, 2023 - Elsevier
Using digital learning to assist in-service employees in promoting language skills has
become an efficient way that can save training costs and profits. However, the employees' …
become an efficient way that can save training costs and profits. However, the employees' …
The utilization of mobile-assisted gamification for vocabulary learning: Its efficacy and perceived benefits
R Fithriani - Computer-Assisted Language Learning Electronic …, 2021 - callej.org
Research revealing the educational values of gamification in English as a Foreign
Language (EFL) education has proliferated in the last decade. However, these studies have …
Language (EFL) education has proliferated in the last decade. However, these studies have …
Teaching and learning with children: Impact of reciprocal peer learning with a social robot on children's learning and emotive engagement
Pedagogical agents are typically designed to take on a single role: either as a tutor who
guides and instructs the student, or as a tutee that learns from the student to reinforce what …
guides and instructs the student, or as a tutee that learns from the student to reinforce what …
Technology-enhanced collaborative language learning: theoretical foundations, technologies, and implications
With the emergence of educational technology, technology-enhanced collaborative
language learning had gained increasing attention from learners, educators, and …
language learning had gained increasing attention from learners, educators, and …
Balancing cognitive complexity and gaming level: Effects of a cognitive complexity-based competition game on EFL students' English vocabulary learning …
Digital game-based language learning promotes motivation and enables learners to
immerse themselves in learning. However, some gaming elements (eg, competition and …
immerse themselves in learning. However, some gaming elements (eg, competition and …
A systematic review of research on flipped language classrooms: Theoretical foundations, learning activities, tools, research topics and findings
This paper presents a systematic review of the literature on flipped language classrooms
from the perspectives of theoretical foundations, learning activities, tools, research topics …
from the perspectives of theoretical foundations, learning activities, tools, research topics …