[PDF][PDF] Design and development of digital game-based learning software for incorporation into school syllabus and curriculum transaction

A Mohanty, A Alam, R Sarkar, S Chaudhury - Design Engineering, 2021 - researchgate.net
This research paper discusses the stages in the development of the application software that
we have named" Measure Your Intelligence". Primary purpose of its development is to test …

A systematic review of digital games in second language learning studies

FJ Poole, J Clarke-Midura - … Journal of Game-Based Learning (IJGBL …, 2020 - igi-global.com
This systematic review presents a definition for digital games within the second/foreign
language (L2) learning research field. This definition is used to identify games used in …

Digital simulation games in CALL: A research review

M Peterson - Computer Assisted Language Learning, 2023 - Taylor & Francis
This paper reviews the literature on the use of digital simulation games in computer-assisted
language learning (CALL). The discussion explores research approaches, contexts …

[PDF][PDF] Efektivitas penggunaan aplikasi kahoot sebagai alat evaluasi pada mahasiswa

F Daryanes, D Ririen - Journal of Natural Science and Integration, 2020 - academia.edu
Penelitian ini bertujuan untuk mengetahui efektivitasi aplikasi kahoot sebagai alat evaluasi
pada mahasiswa ditinjau dari motivasi dan atensi mahasiswa. Jenis penelitian ini adalah …

[PDF][PDF] Second language (L2) gains through digital game-based language learning (DGBLL): A meta-analysis

DH Dixon, T Dixon, E Jordan - 2022 - scholarspace.manoa.hawaii.edu
Studies on digital game-based language learning (DGBLL) have increased in numbers,
creating a pool of studies that can be meta-analyzed to measure the overall effect of digital …

Traditional games in elementary school: Relationships of student's personality traits, motivation and experience with learning outcomes

V Trajkovik, T Malinovski, T Vasileva-Stojanovska… - PloS one, 2018 - journals.plos.org
This study promotes a novel teaching approach for integration of children's traditional games
in elementary school program. It gives description of six traditional games and their …

Investigating the Effect of Using Game‐Based Learning on EFL Learners' Motivation and Anxiety

AAA Ahmed, ES Ampry, A Komariah… - Education Research …, 2022 - Wiley Online Library
This study intended to examine the effects of game‐based learning on Iranian EFL learners'
language anxiety and motivation. In order to perform the study, the quantitative research …

The impact of a serious game on vocabulary and content learning

HJH Chen, HL Hsu - Computer Assisted Language Learning, 2020 - Taylor & Francis
One of the more rapidly advancing subfields of second language acquisition research is
Digital-game based language learning (DGBLL) and many studies have found that …

A virtual reality role-playing serious game for experiential learning

EA Alrehaili, H Al Osman - Interactive Learning Environments, 2022 - Taylor & Francis
Educational systems can benefit from Virtual Reality's (VR) ability to support experiential
learning. In particular, VR based games, especially role-playing serious games (RPGs), can …

Vocabulary learning in virtual environments: Learner autonomy and collaboration

WT Tseng, HJ Liou, HC Chu - System, 2020 - Elsevier
Abstract Three-dimensional (3D) virtual environments provide EFL learners with a rich and
dynamic multimodal context for vocabulary learning. This study aims to investigate the …