Publication Date
In 2025 | 0 |
Since 2024 | 1 |
Since 2021 (last 5 years) | 2 |
Since 2016 (last 10 years) | 2 |
Since 2006 (last 20 years) | 3 |
Descriptor
Author
Ananda Sadyva Aulia Putri | 1 |
Baek, Youngkyun | 1 |
Gibert, Isabel | 1 |
Suvi Akhiriyah | 1 |
Tuffnell, Christopher | 1 |
Vallorani, Cecilia Maria | 1 |
Whitton, Nicola | 1 |
Publication Type
Journal Articles | 2 |
Reports - Research | 2 |
Books | 1 |
Collected Works - General | 1 |
Education Level
Elementary Education | 3 |
Grade 7 | 3 |
Middle Schools | 3 |
Secondary Education | 3 |
Junior High Schools | 2 |
Adult Education | 1 |
Elementary Secondary Education | 1 |
Grade 4 | 1 |
Grade 8 | 1 |
Higher Education | 1 |
Postsecondary Education | 1 |
More ▼ |
Audience
Teachers | 1 |
Location
Australia | 1 |
Indonesia | 1 |
United Arab Emirates | 1 |
Wisconsin | 1 |
Laws, Policies, & Programs
Assessments and Surveys
What Works Clearinghouse Rating
Ananda Sadyva Aulia Putri; Suvi Akhiriyah – Journal of English Teaching, 2024
Web-based games can be an alternative learning media for students to improve their vocabulary mastery in reading. Nevertheless, few studies look at how web-based games can be used as a teaching tool to help junior high school students improve their vocabulary, especially in the context of reading. The main objective of this research is to know the…
Descriptors: Vocabulary Development, Mastery Learning, Junior High School Students, Computer Games
Vallorani, Cecilia Maria; Gibert, Isabel; Tuffnell, Christopher – International Journal of Mobile and Blended Learning, 2022
This study examines the use of gamification as an innovative assessment approach to foreign language learning with 12-14-year-old students. A mixed methodology has been applied. Quantitative data have been collected from formative non-gamified and gamified assessments. Qualitative data was collected from a student questionnaire. The results were…
Descriptors: Second Language Learning, Second Language Instruction, Computer Games, Game Based Learning
Baek, Youngkyun; Whitton, Nicola – IGI Global, 2013
In K-12 classrooms, as well as on the college and university level, the incorporation of digital games has played a vital role in the educational system. While introducing teachers to new fields, these digital games have been designed and implemented for the classroom and have shown positive results at a variety of educational levels. Cases on…
Descriptors: Foreign Countries, Educational Technology, Student Attitudes, Second Language Learning