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Rivera-Trigueros, Irene; Sánchez-Pérez, María del Mar – Teaching English with Technology, 2020
This study aims to analyse motivation in the English as a Foreign Language (EFL) secondary classroom through gamification. To this end, a gamification proposal based on "Game of Thrones" TV series was designed. "Classcraft," an online role-playing platform, was used to create a gaming scenario in the classroom. The proposal was…
Descriptors: Educational Games, Role Playing, Student Motivation, English (Second Language)
Quiroz, Martín Flores; Gutiérrez, Ricardo; Rocha, Franco; Valenzuela, María Paz; Vilches, Cynthia – Teaching English with Technology, 2021
This research investigates the effects of the use of Kahoot! to improve English vocabulary learning in an EFL context using a quasi-experimental post-test design. An experimental and a control group from two 9th grade classes participated in the study. A pre- and post-test were applied to both groups and the scores of both groups were compared to…
Descriptors: Vocabulary Development, English (Second Language), Second Language Learning, Second Language Instruction
Pham, Linh Le Nhat; Nguyen, Hoang Tan; Le, Van Thi Kieu – Teaching English with Technology, 2021
M-learning is usually thought of as based on videos, digital materials, and high technology. Nonetheless, it is not a complete perspective of this new educational trend. Mobile devices with many functions can be an effective tool to support learning. Furthermore, learners nowadays, who were born in the 4.0 movement, are more familiar with mobile…
Descriptors: Personal Autonomy, Electronic Learning, Handheld Devices, Computer Games