Publication Date
| In 2026 | 0 |
| Since 2025 | 0 |
| Since 2022 (last 5 years) | 2 |
| Since 2017 (last 10 years) | 2 |
| Since 2007 (last 20 years) | 2 |
Descriptor
Source
| Computer Assisted Language… | 2 |
Author
| Ali, Ubey | 1 |
| Bektas, Fatih | 1 |
| Dereli, Bihter | 1 |
| Eryigit, Gülsen | 1 |
| Hong, Jon-Chao | 1 |
| Hwang, Ming-Yueh | 1 |
| Liu, Yi-Hsuan | 1 |
| Tai, Kai-Hsin | 1 |
Publication Type
| Journal Articles | 2 |
| Reports - Research | 2 |
Education Level
| Grade 9 | 1 |
| High Schools | 1 |
| Junior High Schools | 1 |
| Middle Schools | 1 |
| Secondary Education | 1 |
Audience
Location
| Taiwan (Taipei) | 1 |
Laws, Policies, & Programs
Assessments and Surveys
What Works Clearinghouse Rating
Eryigit, Gülsen; Bektas, Fatih; Ali, Ubey; Dereli, Bihter – Computer Assisted Language Learning, 2023
Grammatical information, embedded at the word level, makes the acquisition of morphologically rich languages quite complex as well as the language exercise generation process for teachers. This study introduces a new gamification approach for complex morphology learning and aims to analyze the students' perceptions towards it. In this approach,…
Descriptors: Grammar, Morphology (Languages), Gamification, Student Attitudes
Hong, Jon-Chao; Hwang, Ming-Yueh; Liu, Yi-Hsuan; Tai, Kai-Hsin – Computer Assisted Language Learning, 2022
Different types of gamification can be advantageous to enhancing students' learning. In contrast to the extant gamification literature focusing on designing reward systems and/or facilitating teachers' gamification of learning contents, this study focuses on the gamifying of learning content by students. To verify the efficacy of gamification as a…
Descriptors: Gamification, Grammar, English (Second Language), Second Language Learning

Peer reviewed
Direct link
