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Tan, Debbita Ai Lin; Lee, Bee Choo; Ganapathy, Malini; Kasuma, Shaidatul Akma Adi – International Journal of Virtual and Personal Learning Environments, 2019
Kahoot! is a gaming system designed for interactive learning and can be utilised for students of all ages. The present study involved two groups of Malaysian ESL students(n = 57) enrolled in a remedial English proficiency course in a public university. All 57 participants were exposed to weekly Kahoot! sessions over a period of one semester; the…
Descriptors: Second Language Learning, Foreign Countries, English (Second Language), Student Attitudes
Almeida, Fernando; Buzády, Zoltán – International Journal of Virtual and Personal Learning Environments, 2019
This article performs an exploratory study of the potential of flow theory and FLIGBY game to contribute to develop entrepreneurship competencies among higher education students. For this purpose, this study considers the use of a focus group consisting of eight students enrolled in the entrepreneurship course in a higher educational institution…
Descriptors: Entrepreneurship, College Students, Higher Education, Program Effectiveness