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Tao, Yingxu; Zou, Bin – Computer Assisted Language Learning, 2023
Technological progress has enhanced classroom gamification in a number of learning contexts. Kahoot! as a digital game-based learning platform is being increasingly integrated into teaching environments to facilitate effective classroom learning. The research focused on Chinese students' perceptions of using Kahoot! in classroom teaching in order…
Descriptors: Student Attitudes, Educational Games, Audience Response Systems, English (Second Language)
Anne-Marie Sénécal; Walcir Cardoso; Vanessa Mezzaluna – Computer Assisted Language Learning, 2024
Clickers are hand-held devices that wirelessly transmit student input to a computer: students answer multiple-choice questions using their clickers and the answer distribution is displayed on a screen. Previous studies suggest that the pedagogical use of these devices may contribute to learning and that they are positively perceived by students in…
Descriptors: English (Second Language), Second Language Learning, Vocabulary Development, Audience Response Systems
Emily Di Zhang; Shulin Yu – Computer Assisted Language Learning, 2025
While research on digital multimodal composing (DMC) has been skewed towards the instructional design and affordances of DMC for L2 learners, there is a wider need to develop conceptual models of L2 DMC competence, with which L2 learners can successfully design DMC works and respond to the multimodal reading and writing demands of the digital era.…
Descriptors: Second Language Learning, Second Language Instruction, Writing Instruction, Multiple Literacies

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