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] Gamification in management education: A systematic literature review

RJR Silva, RG Rodrigues, CTP Leal - BAR-Brazilian Administration …, 2019 - SciELO Brasil
Quality of teaching is increasingly important for the success of educational institutions. In this
context, gamification is a tool often used to improve the teaching-learning process by …

Drawing the big picture of games in education: A topic modeling-based review of past 55 years

CC Ekin, E Polat, S Hopcan - Computers & Education, 2023 - Elsevier
The literature of games in education has a rich and multidisciplinary content. Due to the
large number of studies in the field, it is not easy to analyze all relevant studies. There are …

Interaction of problem-based gaming and learning anxiety in language students' English listening performance and progressive behavioral patterns

GJ Hwang, TC Hsu, CL Lai, CJ Hsueh - Computers & Education, 2017 - Elsevier
Scholars have indicated the importance of considering anxiety in language learning. They
have also pointed out the potential of integrating learning content into gaming contexts …

[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 …

Technological acceptance of LINE in flipped EFL oral training

JSC Hsieh, YM Huang, WCV Wu - Computers in Human Behavior, 2017 - Elsevier
Previous studies have shown diverse applications of technologies to facilitate language
learning, and positive adoption of flipped instruction over conventional approaches. They …

Motivation, students' needs and learning outcomes: A hybrid game-based app for enhanced language learning

A Berns, JL Isla-Montes, M Palomo-Duarte, JM Dodero - SpringerPlus, 2016 - Springer
In the context of European Higher Education students face an increasing focus on
independent, individual learning—at the expense of face-to-face interaction. Hence learners …

Can learning motivation predict learning achievement? A case study of a mobile game-based English learning approach

CH Tsai, CH Cheng, DY Yeh, SY Lin - Education and Information …, 2017 - Springer
This study applied a quasi-experimental design to investigate the influence and predictive
power of learner motivation for achievement, employing a mobile game-based English …

Mobile serious games: Effects on students' understanding of programming concepts and attitudes towards information technology

M Yallihep, B Kutlu - Education and Information Technologies, 2020 - Springer
The purpose of this study was to measure the impacts of mobile serious games on fifth grade
students' attitudes towards “Information Technology and Software” course and …

Digital technologies for the assessment of oral English skills

I Gutiérrez-Porlán, P Prendes-Espinosa… - Applied sciences, 2022 - mdpi.com
Featured Application In this project we have designed, produced, and evaluated a digital
tool (AROSE) useful for assessing oral English skills, which is open access and based on a …