Gamifying the Learning Experience in the Language Classroom DOI
Yousif A. Alshumaimeri

Asian Journal of Multidisciplinary Research & Review, Journal Year: 2023, Volume and Issue: 4(6), P. 116 - 163

Published: Dec. 21, 2023

Introduction: This paper provided a comprehensive review of previous research on technologies surrounding gamified Augmented Reality (AR) and Virtual (VR) the effects this amalgamation Extended (XR) English language teaching learning. Methods: A total 138 articles were examined from six perspectives: explore development XR technology for use in education, especially learning; examine gamification; its theoretical background role motivation plays contexts; investigate if pedagogical strategies associated with integration gamification techniques can improve identify potential benefits challenges using AR/VR English; detect current limitations gaps. Results: It was found that immersing learners into virtual augmented worlds vocabulary, bridge formal informal learning, enable interaction collaborative provide opportunities situated reduce anxiety. Overall, AR had meaningful effect student learning outcomes. Discussion: Review implications include need for: more prepared instructors utilizing technology; sufficient backing, such as frameworks models; compares traditional approaches English.

Language: Английский

Boys and Girls in the Classroom—About Didactical Perspectives in Similarities and Differences DOI Creative Commons
Ingela Stenberg, Lena Boström

Education Sciences, Journal Year: 2025, Volume and Issue: 15(1), P. 37 - 37

Published: Jan. 1, 2025

The lower academic performance of boys in compulsory school has long been a well-known fact, but only the last decade it shown public debate. Various explanations for boys’ underperformance mainly include background, expectations, norms, and hierarchical gender order. Few studies have focused on what can be affected, namely teaching classroom. In addition, not, to any significant extent, students’ perceptions. This study was conducted through eight group interviews with 2nd 5th-grade students explored how girls perceive learning classroom context. Similarities differences perceptions emerged reflexive thematic analysis from didactic theoretical perspective—the similarities perception concerned teacher’s leadership, interactions, strategies, environment. were about reprimands, different developed confidence teacher, social atmosphere. result indicates need teacher more aware processes going build both support structures focus strategies.

Language: Английский

Citations

0

Online Games as A Medium To Increase English Vocabulary For Elementary School Students DOI Creative Commons

Shokhikhatul Khasanah

Pubmedia Jurnal Pendidikan Bahasa Inggris, Journal Year: 2025, Volume and Issue: 2(2), P. 9 - 9

Published: Jan. 20, 2025

Learning English early on can also help children acquire better language skills in general, including the ability to understand grammar and correct sentence structure. In era of Industry 4.0 or fourth industrial revolution is a term that often used today which describes level development technology industry world. Games are one media for learn develop connitivous, social, emotional physical students. learning, game needs be made challenging motivate The research was conducted through survey using descriptive qualitative method where researcher provided questionnaire google form. Data analysis techniques carried out based results observations, interviews, questionnaires influence online games acquisition vocabulary certainly as learning English. Playing not only an entertainment place have fun, but it means

Language: Английский

Citations

0

Is Gamification Effective for Women Who Wish to Learn Computer Programming? DOI Creative Commons
Claudio Cubillos, Rafael Mellado, Cecilia Nóbile

et al.

Human Behavior and Emerging Technologies, Journal Year: 2025, Volume and Issue: 2025(1)

Published: Jan. 1, 2025

Women must be more represented in STEM careers, limiting their professional development opportunities. This study analyzes the effect of gamified software on women who want to learn computer programming. experimental investigated effectiveness gamification programming learning female college students. Thirty‐two students participated, randomly distributed into control (nongamified tools) and (gamified groups. The intervention lasted 4 weeks using Educaplay software, where group had access a score ranking as elements. Learning outcomes, motivation, usage levels were compared through pre‐ posttests. There no significant differences between In there only satisfaction, which favorable without gamification. usage, but scored higher comfort. It is concluded that solid evidence differential for necessary consider gender stereotypes, motivational differences, biases design.

Language: Английский

Citations

0

The Role of Language Learning Technologies: Insights from the Saudi Context DOI
Alaa Alzahrani, Alaa Mamoun Saleh

English language teaching, Journal Year: 2025, Volume and Issue: unknown, P. 129 - 145

Published: Jan. 1, 2025

Language: Английский

Citations

0

Exploring AI-powered gamified flipped classroom in an English-speaking course: a case of Duolingo DOI Creative Commons

Kedkarn Phanwiriyarat,

Kiki Juli Anggoro, Treenuch Chaowanakritsanakul

et al.

Cogent Education, Journal Year: 2025, Volume and Issue: 12(1)

Published: April 21, 2025

Language: Английский

Citations

0

The effect of using online games on learning English language grammar and vocabulary by primary third-grade students DOI

Amani Abd Almonem Yousef,

Atef Abuhmaid

International Journal of Professional Development Learners and Learning, Journal Year: 2025, Volume and Issue: 7(2), P. e2514 - e2514

Published: May 6, 2025

Online games are considered as one of the most significant techniques in educational technology due to proven applications. They used a new method improve English vocabulary and grammar for second language. This study aims determine effectiveness using online based learning among primary third-grade students (74 male female students) grammar. Quantitative data was collected by testing students’ achievement scores via pre- post-test see their improvement vocabulary. The experimental group taught which were involved, whereas control regular methods such drills pictures that depend on repetition. Statistical analyses conducted all findings. findings revealed employing games, an interactive technique, dramatically increased mean ± standard deviation values pre-test two groups 11.8 3.1 9.8 5.4, 19.7 2.3, 11.3 5.0. proves successful implementation teaching technology. In light our findings, teaching, learners through acquiring easily with correct

Language: Английский

Citations

0

Factors Influencing the Active Engagement of Undergraduate EFL Students in Blended Learning: A Gender-Based Multigroup Analysis DOI Creative Commons
Yang Yan-jun, Jun Tan

SAGE Open, Journal Year: 2025, Volume and Issue: 15(2)

Published: April 1, 2025

Due to the rapid advancement of Internet and technology, blended learning has gradually gained widespread acceptance among students, teachers, educational institutions, emerging as new norm in post-pandemic era. This study aims examine factors influencing active engagement undergraduate English-as-a-foreign-language (EFL) students moderating role gender these relationships. Self-Determination Theory Technology Acceptance Model are theoretical frameworks this study. A total 381 questionnaires were collected from six universities Jiangxi Province. Data analyzed by Smart-pls 4.0. The results indicate that except for perceived ease use, autonomy, relatedness, competence, usefulness significant predictors engagement. Furthermore, multigroup analysis revealed there no differences effects on details both practical implications have been described paper.

Language: Английский

Citations

0

THE USE OF KAHOOT! IN INCREASING THE MOTIVATION OF PUPILS WITH SPECIAL EDUCATIONAL NEEDS IN ENGLISH LANGUAGE LEARNING DOI Creative Commons

Komathi Elangovan,

Mohd Hanafi Mohd Yasin

Special Education [SE], Journal Year: 2024, Volume and Issue: 2(1), P. e0014 - e0014

Published: March 8, 2024

The Malaysian Ministry of Education has ensured equality education for pupils with special educational needs (SEN) in learning English schools. Despite the passing years and a significant investment teaching language, there are still several who have not yet reached high level language proficiency. purpose this study is to explore extent use Kahoot! application! contribute motivating SEN English. used quasi-experimental design. Plus, quantitative qualitative methods study. Fourteen from Sekolah Kebangsaan Paya Rumput, Melaka were selected as sample studies through purposeful sampling techniques. Data collection procedures implemented permission Policy Planning Research Division (eRAS) Next, pre-test post-test well using module conducted after pilot was at site. In data analysis, obtained compared results identify achievement. Followed, feedback analyzed thematically determine motivation treatment group Therefore, SEN's show that learning.

Language: Английский

Citations

1

The Impact of Digital Games on Motivation and Attitudes of EFL College Students DOI Open Access
Marcel Pikhart, Liqaa Habeb Al-Obaydi, Blanka Klímová

et al.

The Journal of AsiaTEFL, Journal Year: 2024, Volume and Issue: 21(1), P. 235 - 243

Published: March 31, 2024

Language: Английский

Citations

1

Gamifying the Learning Experience Using Extended Reality Technologies for Teaching English as a Foreign Language DOI Creative Commons
Yousif A. Alshumaimeri

Authorea (Authorea), Journal Year: 2023, Volume and Issue: unknown

Published: Dec. 1, 2023

This paper provided a comprehensive review of previous research on technologies surrounding gamified Augmented Reality (AR) and Virtual (VR) the effects this amalgamation Extended (XR) English language teaching learning.A total 138 articles were examined from six perspectives: explore development XR technology for use in education, especially learning; examine gamification; its theoretical background role motivation plays contexts; investigate if pedagogical strategies associated with integration gamification techniques can improve identify potential benefits challenges using AR/VR English; detect current limitations gaps.It was found that immersing learners into virtual augmented worlds vocabulary, bridge formal informal learning, enable interaction collaborative provide opportunities situated reduce anxiety.Overall, AR had meaningful effect student learning outcomes.Review implications include need for: more prepared instructors utilizing technology; sufficient backing, such as frameworks models; compares traditional approaches English.

Language: Английский

Citations

1