It is indubitable that in this digital age, a plethora of game-based platforms have been used globally to teach students English at all levels. It is also imperative to explore the degree of effectiveness of using gamification in English language acquisition so that its benefits in educational settings can be boosted to the fullest. In congruence with that, this paper gleans into low-proficient L2 learners' perceptions towards the use of Quizizz, a game-based learning tool, towards improving their mastery of English grammar, a pivotal element of acquiring English at the tertiary educational level. This study employed a questionnaire to collect quantitative data from 65 students at Universiti Malaysia Sabah who took the Essential Communicati...
This paper presents findings to a case study on the use of ‘Throw Back Time’ (TBT), a digital game ...
Nowadays Teaching English to Young Learners has become a trend. In every school, English is taught a...
This study investigates the utilization or implementation of Quizizz, an internet-based questionnair...
With the emergence and popularity of technology in education, gamification is seen to be one of the ...
Embracing gamification in education is, indeed, inevitable, especially with the arrival of the mille...
Quizizz is an online assessment tool as a fun multiplayer classroom activity that allows all student...
Septian, Enggar Dwi. Student Registered Number. 12203193025. 2023. The Effect of Quizizz Game Applic...
The emergence of Industrial Revolution 4.0 targets challenging the norm and pushing boundaries. Henc...
Game-based English learning was considered as one of the effective techniques to develop student lea...
Integration of ICT in teaching and learning activated gamification. The Game- Based Student Response...
Abstract: Scholars in the field of English as a second language have debated the importance of stud...
The teaching and learning of English as a second language have always been emphasized by the Ministr...
Less excited and less motivated are the problems that usually happen among the students. One of the ...
Grammar is fundamental to language. Historically, approaches to teaching English grammar have underg...
Many educational technology-based tools have been employed in language classrooms worldwide. The app...
This paper presents findings to a case study on the use of ‘Throw Back Time’ (TBT), a digital game ...
Nowadays Teaching English to Young Learners has become a trend. In every school, English is taught a...
This study investigates the utilization or implementation of Quizizz, an internet-based questionnair...
With the emergence and popularity of technology in education, gamification is seen to be one of the ...
Embracing gamification in education is, indeed, inevitable, especially with the arrival of the mille...
Quizizz is an online assessment tool as a fun multiplayer classroom activity that allows all student...
Septian, Enggar Dwi. Student Registered Number. 12203193025. 2023. The Effect of Quizizz Game Applic...
The emergence of Industrial Revolution 4.0 targets challenging the norm and pushing boundaries. Henc...
Game-based English learning was considered as one of the effective techniques to develop student lea...
Integration of ICT in teaching and learning activated gamification. The Game- Based Student Response...
Abstract: Scholars in the field of English as a second language have debated the importance of stud...
The teaching and learning of English as a second language have always been emphasized by the Ministr...
Less excited and less motivated are the problems that usually happen among the students. One of the ...
Grammar is fundamental to language. Historically, approaches to teaching English grammar have underg...
Many educational technology-based tools have been employed in language classrooms worldwide. The app...
This paper presents findings to a case study on the use of ‘Throw Back Time’ (TBT), a digital game ...
Nowadays Teaching English to Young Learners has become a trend. In every school, English is taught a...
This study investigates the utilization or implementation of Quizizz, an internet-based questionnair...