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Peter Sherman Johnson – ProQuest LLC, 2022
This qualitative case study responds to a significant gap in the literature in the area of gamification for vocabulary study among international students in higher education. It aims to respond to a call for a more in-depth qualitative analysis of gamification techniques on student learning experiences in comparison to the more commonplace…
Descriptors: Gamification, Vocabulary Development, Foreign Students, Second Language Learning
Lori Lye – ProQuest LLC, 2021
Duolingo is arguably the most popular language learning app available today, as measured by its metric of achieving 500 million downloads in 2020, yet remarkably little research has been conducted regarding its implementation or efficacy as a language-learning tool. The handful of studies that do exist have found positive outcomes, although…
Descriptors: Language Acquisition, Handheld Devices, Telecommunications, Computer Oriented Programs
Yu Yan – ProQuest LLC, 2019
Nowadays, our understanding of the role of educational assessments has shifted from summative assessments to formative assessments. Technology has played an important role in this transition, and computer-based assessments have become popular these days. Echoing this global transition, China's Ministry of Education (CMOE) initiated a reform in the…
Descriptors: Gamification, English (Second Language), Second Language Learning, Student Participation