Using gamification to support learning English as a second language: a systematic review

H Dehghanzadeh, H Fardanesh, J Hatami… - Computer Assisted …, 2021 - Taylor & Francis
Digital gamification has been argued to be a fun and enjoyable method to support Learning
English as a Second Language (LESL) and to ease the gap between students' learning and …

Gamification in education: Why, where, when, and how?—A systematic review

N Zeybek, E Saygı - Games and Culture, 2024 - journals.sagepub.com
Defined as the utilization of game elements in nongame environments, gamification has
been frequently used in education in recent years. The aim of the present study is to …

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 …

Gamification in EFL/ESL instruction: A systematic review of empirical research

S Zhang, Z Hasim - Frontiers in psychology, 2023 - frontiersin.org
Introduction This systematic review aims to present the characteristics of the recent research
in gamified EFL/ESL instruction, benefits and drawbacks of using gamification in EFL/ESL …

[PDF][PDF] The impact of gamified vocabulary learning using Quizlet on low-proficiency students

B Waluyo, JL Bucol - Computer-Assisted Language Learning, 2021 - researchgate.net
During the last decade, vocabulary learning has gradually moved from paper-based to
digital flashcards. The elements of gamified learning seem to have brought some distinctive …

The pedagogical use of gamification in English vocabulary training and learning in higher education

B Panmei, B Waluyo - Education Sciences, 2022 - mdpi.com
One of the persistent challenges in vocabulary teaching is that EFL students must learn a
certain number of words to operate in English, yet class time is limited. While the usage of …

Use of digital games in writing education: An action research on gamification

M Bal - Contemporary Educational Technology, 2019 - dergipark.org.tr
The aimof the study is to determine the contribution of gamification to writing skillsof middle
school students. For this study, a lesson plan has been developed torelate Writing and …

[HTML][HTML] Gamificación y aprendizaje colaborativo en línea: un análisis de estrategias en una universidad mexicana

W Reyes-Cabrera - ALTERIDAD. Revista de Educación, 2022 - scielo.senescyt.gob.ec
Aunque la educación a distancia ha demostrado sus beneficios en el proceso de
enseñanza, una de sus principales carencias es la falta de estrategias propias; sin …

Improving students' vocabulary through paper-mode quizizz: A classroom action research in Indonesian EFL setting

RWP Putra - English Learning Innovation, 2023 - ejournal.umm.ac.id
Vocabulary is an essential component in learning a second or a foreign language. It is one
of the most important aspects of obtaining all four language skills; reading, listening …

Gamifying ESL Classrooms through Gamified Teaching and Learning.

NS Yaccob, SFA Rahman, SNA Mohamad… - Arab World English …, 2022 - ERIC
Modern trends lead to innovative technologies in education, including the birth of digital and
gamified learning or gamification. In English language classrooms, meaningful teaching and …