Gamification is an approach that creates multiple opportunities for teachers to improve a foreign language lesson. Even though now gamification is widely used as a result of a forced switch to distance learning, it should be noted that it carries the same value inside a classroom and makes the learning process enjoyable and effective. The article looks at three specific websites/applications that are aimed at incorporating new elements into a traditional classroom. These tools have different features – the amount of time one spends preparing a task can vary – but all three can increase the degree of involvement and motivation which are two factors that may predetermine the success and effectiveness of a class. The article delves into aspect...
This article-based thesis investigates the potentials and challenges of gamification as a way to eng...
In the recent years, gamification has become an increasingly popular way to improve student engageme...
Modern trends lead to innovative technologies in education, including the birth of digital and gamif...
Motivation is the key word in the study of a foreign language. Teachers are eager to boost their Eng...
The article discusses the use of gamification as an effective tool for optimizing the educational pr...
Gamification is a fairly new concept that involves the use of game elements in a non-game environmen...
This article explores the transformative impact of gamification on English language education. Gamif...
[eng] Learning a second language is currently a vital process that every human being meets in their ...
Planning a creative learning environment is not an easy task. Teachers prefer to teach traditionally...
The rapid advancement of technologies and the growing amount of information exchange provide new app...
One major competence for learners in the 21st century is acquiring a second language (L2). Based on...
[eng] For many decades, the bases of education have remained unchanged. In an era where classrooms ...
Due to globalization growth, learning a second language is a necessity to develop in an increasingly...
[EN] This paper focuses on a fairly new motivational technique, the so-called Gamification, which co...
The article is devoted to innovative technologies of teaching foreign languages. As modern students ...
This article-based thesis investigates the potentials and challenges of gamification as a way to eng...
In the recent years, gamification has become an increasingly popular way to improve student engageme...
Modern trends lead to innovative technologies in education, including the birth of digital and gamif...
Motivation is the key word in the study of a foreign language. Teachers are eager to boost their Eng...
The article discusses the use of gamification as an effective tool for optimizing the educational pr...
Gamification is a fairly new concept that involves the use of game elements in a non-game environmen...
This article explores the transformative impact of gamification on English language education. Gamif...
[eng] Learning a second language is currently a vital process that every human being meets in their ...
Planning a creative learning environment is not an easy task. Teachers prefer to teach traditionally...
The rapid advancement of technologies and the growing amount of information exchange provide new app...
One major competence for learners in the 21st century is acquiring a second language (L2). Based on...
[eng] For many decades, the bases of education have remained unchanged. In an era where classrooms ...
Due to globalization growth, learning a second language is a necessity to develop in an increasingly...
[EN] This paper focuses on a fairly new motivational technique, the so-called Gamification, which co...
The article is devoted to innovative technologies of teaching foreign languages. As modern students ...
This article-based thesis investigates the potentials and challenges of gamification as a way to eng...
In the recent years, gamification has become an increasingly popular way to improve student engageme...
Modern trends lead to innovative technologies in education, including the birth of digital and gamif...