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
| Attendance | 2 |
| Game Based Learning | 2 |
| Second Language Instruction | 2 |
| Second Language Learning | 2 |
| Teaching Methods | 2 |
| 21st Century Skills | 1 |
| Academic Achievement | 1 |
| Active Learning | 1 |
| Blended Learning | 1 |
| COVID-19 | 1 |
| Check Lists | 1 |
| More ▼ | |
Publication Type
| Books | 1 |
| Collected Works - General | 1 |
| Journal Articles | 1 |
| Reports - Research | 1 |
Education Level
| Elementary Education | 1 |
| Grade 4 | 1 |
| Higher Education | 1 |
| Intermediate Grades | 1 |
| Postsecondary Education | 1 |
Audience
| Administrators | 1 |
| Media Staff | 1 |
| Researchers | 1 |
| Teachers | 1 |
Location
| Malaysia | 1 |
Laws, Policies, & Programs
Assessments and Surveys
What Works Clearinghouse Rating
Ng, Mun Pei; Alias, Norlidah; Dewitt, Dorothy – Malaysian Journal of Learning and Instruction, 2022
Purpose: Gamification is an effective method to boost students' academic achievement and engagement in second language learning. This study aimed to test the effectiveness of the gamification application, Class Dojo, among Year 4 pupils who are learning Mandarin as a Second Language (MSL). It also sought to investigate how the MSL learners became…
Descriptors: Mandarin Chinese, Diaries, Comparative Analysis, Second Language Learning
Keengwe, Jared, Ed. – IGI Global, 2023
We are moving toward a future in which digital practices are becoming more ubiquitous. Also, there is evidence to suggest that innovative digital practices are changing the face of 21st-century learning environments. Critical to 21st-century teaching and learning success is continued emphasis on learner preferences, shaped by innovative digital…
Descriptors: Higher Education, Teaching Methods, Global Approach, Active Learning

Peer reviewed
Direct link
