Gamifying in language learning is not something new in English language teaching. Teachers have put much efforts in ensuring fun learning is created to motivate students in learning. Learning thus does not end in the classroom but it has to be done outside class hours as well. In engaging the students in language learning, GIGvaganza was introduced as one of the modules for Empower Programme which was funded by East Coast Economic Region (ECER). The study was carried out to find out the impact of this programme towards the students in Kuantan district who are involved in this programme. Interviews were conducted to students and teachers in schools after the completion of the programme and it was analyzed by using thematic analysis. Results ...
Gamification is a fairly new concept that involves the use of game elements in a non-game environmen...
Integration of ICT in teaching and learning activated gamification. The Game- Based Student Response...
Modern trends lead to innovative technologies in education, including the birth of digital and gamif...
Many educationists resort to technology in assisting their teaching. Despite the integration of tech...
Grammar is fundamental to language. Historically, approaches to teaching English grammar have underg...
Planning a creative learning environment is not an easy task. Teachers prefer to teach traditionally...
This article explores the transformative impact of gamification on English language education. Gamif...
Gamification has been proposed as a way to make teaching and learning more engaging for students. De...
[eng] Learning a second language is currently a vital process that every human being meets in their ...
Motivation is the key word in the study of a foreign language. Teachers are eager to boost their Eng...
Gamification is the use of game elements in non-game contexts to improve learning and engagement Alt...
In the recent years, gamification has become an increasingly popular way to improve student engageme...
Student engagement is paramount for the success of EFL learning. This paper explores how the leverag...
Gamification represents a promising trend in education as a means of increasing students’ motivation...
One of the main challenges in Dutch education are students who may not be much interested in languag...
Gamification is a fairly new concept that involves the use of game elements in a non-game environmen...
Integration of ICT in teaching and learning activated gamification. The Game- Based Student Response...
Modern trends lead to innovative technologies in education, including the birth of digital and gamif...
Many educationists resort to technology in assisting their teaching. Despite the integration of tech...
Grammar is fundamental to language. Historically, approaches to teaching English grammar have underg...
Planning a creative learning environment is not an easy task. Teachers prefer to teach traditionally...
This article explores the transformative impact of gamification on English language education. Gamif...
Gamification has been proposed as a way to make teaching and learning more engaging for students. De...
[eng] Learning a second language is currently a vital process that every human being meets in their ...
Motivation is the key word in the study of a foreign language. Teachers are eager to boost their Eng...
Gamification is the use of game elements in non-game contexts to improve learning and engagement Alt...
In the recent years, gamification has become an increasingly popular way to improve student engageme...
Student engagement is paramount for the success of EFL learning. This paper explores how the leverag...
Gamification represents a promising trend in education as a means of increasing students’ motivation...
One of the main challenges in Dutch education are students who may not be much interested in languag...
Gamification is a fairly new concept that involves the use of game elements in a non-game environmen...
Integration of ICT in teaching and learning activated gamification. The Game- Based Student Response...
Modern trends lead to innovative technologies in education, including the birth of digital and gamif...