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Nur Lailatur Rofiah; Budi Waluyo – Teaching English with Technology, 2024
The present study investigated the effects of gamified grammar and vocabulary learning using Kahoot!, Quizizz, and Quizlet on learning performance, motivation, enjoyment, anxiety, and classroom dynamics and engagement in an English course. The investigation also involved the effects of gamified learning on gender, proficiency, and learning…
Descriptors: Vocabulary Development, Teaching Methods, English (Second Language), Second Language Learning
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Supathanarangsri, Thamakorn; Tanlamai, Uthai; Chandrachai, Achara; Inchamnan, Wilawan – International Society for Technology, Education, and Science, 2020
Empirical research methods were used to study the motivation factors that may persuade young adults in Thailand to learn finance. We aim to clarify the stimulus factors to acquire financial knowledge and stimulus factors to change financial behavior and demonstrate their importance to incorporate in the game design by integrating psychological…
Descriptors: Foreign Countries, Vocational Schools, Students, Financial Education
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Sermsook, Kanyakorn; Liamnimitr, Jiraporn; Chantarangkul, Vikrom – English Language Teaching, 2020
Games have been widely accepted as an effective tool for language learning. They help learners achieve better learning outcome and create a learning atmosphere which contribute to learners' learning. The present study, hence, employed games to help EFL learners write better in English. In the present study, games were used to encourage Thai EFL…
Descriptors: Foreign Countries, English (Second Language), Second Language Learning, Error Correction