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Damar Isti Pratiwi; Sri Wuli Fitriati; Issy Yuliasri; Budi Waluyo – Asian-Pacific Journal of Second and Foreign Language Education, 2024
While gamified technology integration in vocabulary instruction within a flipped classroom has yielded beneficial teaching outcomes, specific studies have raised concerns about potential adverse effects linked to this approach. As a result, conducting a comparative analysis between gamified technology and conventional paper-based methods within…
Descriptors: Teaching Methods, Vocabulary Development, Game Based Learning, Comparative Analysis
Effects of Gamified Grammar and Vocabulary Learning in an English Course on EFL Students in Thailand
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
Budi Waluyo; Kritsadee Songkhai; Jiali Li – TESL-EJ, 2024
Despite the increased adoption of online learning in higher education, there was limited knowledge about how the combination of online English synchronous learning with gamified applications and active learning impacted student self-regulation. This study used a sequential explanatory research design to investigate this integration in an English…
Descriptors: English (Second Language), Second Language Learning, Second Language Instruction, Active Learning

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