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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 …
classroom lectures to integrated digital learning environments. These interactive learning …
Mobile collaborative language learning: State of the art
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 …
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
A vocabulary deficit negatively affects students' language performance. Emotions such as
speaking anxiety and language enjoyment in the English as a Foreign Language (EFL) …
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
At present, emerging technologies, such as machine learning, deep learning, or various
forms of artificial intelligence are penetrating different fields of education, including foreign …
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 …
consists of introducing game mechanics in non-game environments to promote motivation …
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' …
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 …
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
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 …
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
Higher Educational Institutions (HEIs) are responsible for creating healthy and sustainable
environments for students and teachers through diverse educational paradigms such as …
environments for students and teachers through diverse educational paradigms such as …
Hubungan Minat dan Motivasi Belajar Berbasis Portal Rumah Belajar terhadap Hasil Belajar Kognitif Anak
M Aminingtyas, JD Wardhani - Murhum: Jurnal Pendidikan …, 2023 - murhum.ppjpaud.org
Minat dan motivasi belajar merupakan salah satu faktor yang mempengaruhi hasil belajar
anak. Penelitian ini bertujuan untuk mendeskripsikan (1) hubungan minat belajar terhadap …
anak. Penelitian ini bertujuan untuk mendeskripsikan (1) hubungan minat belajar terhadap …