This study was carried out to measure the impact of the use of educational software (An individual educational software and games) used in vocabulary teaching on the success and the strategy use of the students. To measure the impact of educational software and games on the success of students, a quasi-experimental method consisting of one group repeated measurements was applied. A quasi-experimental method consisting of a one group pre-test and post-test was used to test the second question of the study which was the impact of the educational software and games on the students' use of vocabulary learning strategies. Two types of educational software were used in the study. One of them (Dynamic English Vocabulary Instruction Software) was a...
Learning EFL vocabulary is a difficult task so that teachers try as much as possible to facilitate i...
This study explored the effect of a serious game on the vocabulary of students in primary education....
This study investigates the probable effect of a digital game-based vocabulary learning (DGBVL) task...
This study aims to identify the effect of using an educational program based on the use of electroni...
Common strategies for learning vocabularies such as flash card normally just shares the common child...
Strategies for teaching vocabulary help students understand and remember the vocabulary they have ac...
This study aims to investigate the effect of using an educational computer game on the improvement o...
This study aims to establish the effects of educational computer games on the vocabulary learning of...
Abstract: Teaching children is different from others. They are energetic with little patience to sta...
In Indonesia, English is considered as one of foreign language that becomes a compulsory subject in ...
Teaching children is different from others. They are energetic with little patience to stay at class...
The present study attempted to investigate the role of using word games in L2 vocabulary acquisition...
The objectives of the research are to see whether games can improve students' vocabulary mastery ...
Non-academic computer video game use for teaching and learning has recently become an area of resear...
Study aims to investigate the effect of implementing computer and motor activity games on early EFL ...
Learning EFL vocabulary is a difficult task so that teachers try as much as possible to facilitate i...
This study explored the effect of a serious game on the vocabulary of students in primary education....
This study investigates the probable effect of a digital game-based vocabulary learning (DGBVL) task...
This study aims to identify the effect of using an educational program based on the use of electroni...
Common strategies for learning vocabularies such as flash card normally just shares the common child...
Strategies for teaching vocabulary help students understand and remember the vocabulary they have ac...
This study aims to investigate the effect of using an educational computer game on the improvement o...
This study aims to establish the effects of educational computer games on the vocabulary learning of...
Abstract: Teaching children is different from others. They are energetic with little patience to sta...
In Indonesia, English is considered as one of foreign language that becomes a compulsory subject in ...
Teaching children is different from others. They are energetic with little patience to stay at class...
The present study attempted to investigate the role of using word games in L2 vocabulary acquisition...
The objectives of the research are to see whether games can improve students' vocabulary mastery ...
Non-academic computer video game use for teaching and learning has recently become an area of resear...
Study aims to investigate the effect of implementing computer and motor activity games on early EFL ...
Learning EFL vocabulary is a difficult task so that teachers try as much as possible to facilitate i...
This study explored the effect of a serious game on the vocabulary of students in primary education....
This study investigates the probable effect of a digital game-based vocabulary learning (DGBVL) task...