Gamified learning in higher education: A systematic review of the literature

S Subhash, EA Cudney - Computers in human behavior, 2018 - Elsevier
The ubiquitous presence of technology in classrooms has inspired a shift from traditional
classroom lectures to integrated digital learning environments. These interactive learning …

Mobile collaborative language learning: State of the art

A Kukulska‐Hulme, O Viberg - British Journal of Educational …, 2018 - Wiley Online Library
This paper presents a review of mobile collaborative language learning studies published in
2012–16 with the aim to improve understanding of how mobile technologies have been …

[HTML][HTML] Effects of ASR-based websites on EFL learners' vocabulary, speaking anxiety, and language enjoyment

M Bashori, R Van Hout, H Strik, C Cucchiarini - System, 2021 - Elsevier
A vocabulary deficit negatively affects students' language performance. Emotions such as
speaking anxiety and language enjoyment in the English as a Foreign Language (EFL) …

A systematic review on the use of emerging technologies in teaching English as an applied language at the university level

B Klimova, M Pikhart, P Polakova, M Cerna… - Systems, 2023 - mdpi.com
At present, emerging technologies, such as machine learning, deep learning, or various
forms of artificial intelligence are penetrating different fields of education, including foreign …

Effect of Gamification on students' motivation and learning achievement in Second Language Acquisition within higher education: a literature review 2011-2019

NA Boudadi, M Gutiérrez-Colón - The EuroCALL Review, 2020 - polipapers.upv.es
This paper focuses on a fairly new motivational technique, the so-called Gamification, which
consists of introducing game mechanics in non-game environments to promote motivation …

[HTML][HTML] La integración efectiva del dispositivo móvil en la educación y en el aprendizaje

MS Ramírez-Montoya, FJ García-Peñalvo - … . Revista Iberoamericana de …, 2017 - redalyc.org
Es un hecho que los dispositivos móviles, especialmente los teléfonos tipo smartphone, e
Internet han cambiado sustancialmente las costumbres de la población, los hábitos …

The Impact of Mobile Game-Based Language Learning Apps on EFL Learners' Motivation.

N Gamlo - English Language Teaching, 2019 - ERIC
This study examines the effect of integrating mobile-game based language learning
applications (MGBLLAs) on Saudi female English as a Foreign Language (EFL) students' …

Emergency remote teaching of English as a foreign language during COVID-19: Perspectives from a university in China

M Huang, Y Shi, X Yang - IJERI: International Journal of Educational …, 2021 - upo.es
Given the circumstances of the global pandemic, universities around China and across the
globe have suspended face to face (F2F) classes and transitioned to emergency remote …

[HTML][HTML] Digital natives in the scientific literature: A topic modeling approach

P Mertala, S López-Pernas, H Vartiainen… - Computers in Human …, 2024 - Elsevier
The term “digital natives” was introduced in 2001 to describe a generation that has grown up
surrounded by technology and the internet. The accompanying claims of a new way of …

Gamification as a promoting tool of motivation for creating sustainable higher education institutions

JA Navarro-Espinosa, M Vaquero-Abellán… - International Journal of …, 2022 - mdpi.com
Higher Educational Institutions (HEIs) are responsible for creating healthy and sustainable
environments for students and teachers through diverse educational paradigms such as …