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Laura-De La Cruz, Kevin Mario; Noa-Copaja, Stefany Juliana; Turpo-Gebera, Osbaldo; Montesinos-Valencia, Cecilia Claudia; Bazán-Velasquez, Silvia Milagritos; Pérez-Postigo, Gerber Sergio – Journal of Technology and Science Education, 2023
Digital gamification is a dynamic technique for enhancing English learning and closing the barrier across student learning and pedagogical praxis. The review offers a summary of gamification in digital English learning environments. In addition, this review investigates the learning experiences and outcomes of foreign language students using…
Descriptors: Gamification, English (Second Language), Second Language Learning, Higher Education
Noor Farahani Mohd Lazim; Azwadi Ali; Mohaida Mohin; Siti Sakinah Sidik – International Journal of Technology in Education, 2024
In the contemporary digital era, the utilization of gaming has emerged as a prevalent method for actively engaging students in the learning processes at various levels of academic curricula and within the broader educational community. This trend is particularly pronounced in English language teaching curricula, especially among learners whose…
Descriptors: Gamification, Educational Games, Student Motivation, Learner Engagement
Shortt, Mitchell; Tilak, Shantanu; Kuznetcova, Irina; Martens, Bethany; Akinkuolie, Babatunde – Computer Assisted Language Learning, 2023
More than 300 million people use the gamified mobile-assisted language learning (MALL) application (app) Duolingo. The challenging tasks, reward incentives, systematic levels, and the ranking of users according to their achievements are just some of the elements that demonstrate strong gamification elements within this popular language learning…
Descriptors: Gamification, Computer Assisted Instruction, Second Language Learning, Second Language Instruction
Helvich, Jakub; Novak, Lukas; Mikoska, Petr; Hubalovsky, Stepan – International Journal of Computer-Assisted Language Learning and Teaching, 2023
The aim of this study is to examine the satisfaction of EFL teachers with gamification platforms as well as to investigate how EFL teachers perceive gamification and its effects on pupils' motivation and learning outcomes. Five major databases (ERIC, Scopus, WoS, EBSCO, ProQuest) and Google Scholar were used to search for relevant studies. The…
Descriptors: Gamification, English (Second Language), Second Language Instruction, Second Language Learning
Jiraporn Chano; Curtis J. Bonk; Bahtiar Mohamad – International Journal of Language Education, 2025
This study examines the evolution of blended learning (BL) research in higher education, focusing on its impact on English language proficiency (ELP) and alignment with Sustainable Development Goals. Using 200 Scopus-indexed articles published from 2020 to 2025, we applied Publish or Perish and VOSviewer for bibliometric analysis. Results show a…
Descriptors: Blended Learning, Higher Education, Language Proficiency, English (Second Language)

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