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Shortt, Mitchell; Tilak, Shantanu; Kuznetcova, Irina; Martens, Bethany; Akinkuolie, Babatunde – Computer Assisted Language Learning, 2023
More than 300 million people use the gamified mobile-assisted language learning (MALL) application (app) Duolingo. The challenging tasks, reward incentives, systematic levels, and the ranking of users according to their achievements are just some of the elements that demonstrate strong gamification elements within this popular language learning…
Descriptors: Gamification, Computer Assisted Instruction, Second Language Learning, Second Language Instruction
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Arndt, Henriette L.; Granfeldt, Jonas; Gullberg, Marianne – Language Learning, 2023
This paper introduces the Lang-Track-App, a smartphone application and backend system to aid second language acquisition researchers in implementing the experience sampling method (ESM). Surveying research participants with the Lang-Track-App multiple times per day can yield exceptionally rich data that can be analyzed in multiple ways. This…
Descriptors: Computer Oriented Programs, Handheld Devices, Second Language Learning, Second Language Instruction
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Hamzah, Nurjailam; Maat, Siti Mistima; Ikhsan, Zanaton – Pegem Journal of Education and Instruction, 2023
The rapid development in the world of technology and communication has contributed directly to the teaching and learning process in schools. Therefore, a paradigm shift towards learning methods in the education system needs to be implemented to meet the educational aims of the 21st century. This is due to the current methods of delivery in…
Descriptors: Needs Assessment, Computer Oriented Programs, Mathematics Education, Trigonometry