Using digital gamification to improve language achievement, foreign language enjoyment, and ideal L2 self: A case of English as a foreign language learners.

Background: The impact of digital gamified language learning on language achievement has been corroborated in the literature; however, its impact on language achievement, especially in the English as a foreign language (EFL) context needs further investigation. In addition, the related literature ha...

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Detalles Bibliográficos
Publicado en:Journal of Computer Assisted Learning Vol. 40; no. 4; pp. 1347 - 1365
Autores principales: Liu, Gi‐Zen, Fathi, Jalil, Rahimi, Masoud
Formato: research tables/charts randomized controlled trial Journal Article
Publicado: Wiley-Blackwell Aug2024
Acceso en línea:Ver este registro en EBSCOhost