SZodixStudyAcademic Library
ShelvesOpen access
Study · an open academic library·Metadata from OpenAlex (CC0)·Shelves·OpenAlex metadata, de-duplicated
Pupils Motivation And Perceptions Towards Learning English Using Quizvaganza
7 references·2 citing·34 second hop
Pupils Motivation And Perceptions Towards Learning English Using Quizvaganza (2019)Pupils Motivation And Perceptions Towards…A social gamification framework for a K-6 learning platform (2012)A social gamification framewo…Massively multiplayer online role-playing games as arenas for second language learning (2010)Massively multiplayer online …The socio-educational model of Second Language Acquisition (2006)The socio-educational model o…Games for Language Learning (2006)Games for Language LearningSimulation Gaming and Language Learning (1990)Simulation Gaming and Languag…Principles of Language Learning and Teaching (1981)Principles of Language Learni…101 word games for students of English as a second or foreign language (1980)101 word games for students o…The Use of Quizizz as an Online Teaching and Learning Assessment tool in an ESL Classroom: A Systematic Literature Review (2022)The Use of Quizizz as an Onli…Online Game-Based Formative Assessment: Distant Learners Post Graduate Students’ Challenges Towards Quizizz (2020)Online Game-Based Formative A…The Role of the Linguistic Environment in Second Language Acquisition (1996)What video games have to teach us about learning and literacy (2003)What Video Games Have to Teach Us about Learning and Literacy (2004)Learning English through out-of-school exposure. Which levels of language proficiency are attained and which types of input are important? (2019)The effect of Google Expeditions virtual reality on EFL learners’ willingness to communicate and oral proficiency (2020)The Cambridge Handbook of Task-Based Language Teaching (2021)From game design elements to gamefulness (2011)Reality is broken: why games make us better and how they can change the world (2012)Gamifying learning experiences: Practical implications and outcomes (2013)Challenging games help students learn: An empirical study on engagement, flow and immersion in game-based learning (2015)The Rise of Motivational Information Systems: A Review of Gamification Research (2017)The Principles of Psychology (1891)Thought and language (1962)The Structure of Scientific Revolutions (1963)Language Learning Motivation: Expanding the Theoretical Framework (1994)Social Identity, Investment, and Language Learning (1995)Willingness to Communicate in a Second Language: The Japanese EFL Context (2002)Games, Motivation, and Learning: A Research and Practice Model (2002)The Four-Phase Model of Interest Development (2006)Making Learning Fun : A Taxonomy of Intrinsic Motivations for Learning (2021)Exploring Collaboration in Multiplayer Gamification: A Systematic Literature Review (2024)Educational Gamification Vs. Game Based Learning: Comparative Study (2016)Comparing success and engagement in gamified learning experiences via Kahoot and Quizizz (2019)Online Teaching and Learning in Higher Education during the Coronavirus Pandemic: Students’ Perspective (2020)Teacher Motivation Strategies, Student Perceptions, Student Motivation, and English Achievement (2008)Willingness to Communicate in English: A Model in the Chinese EFL Classroom Context (2010)The role of individual differences in L2 writing (2012)Communicative language teaching (1987)Cooperative Learning, Collaborative Learning, and Interaction: Three Communicative Strands in the Language Classroom (1997)Using Games as a Tool in Teaching Vocabulary to Young Learners (2016)Snowball Throwing in Teaching Grammar (2018)Effectiveness Of Quizizz in Interactive Teaching and Learning Malay Grammar (2021)The Postmethod Condition: (E)merging Strategies for Second/Foreign Language Teaching (1994)Computers and language learning: an overview (1998)
this work references cited by second hop

References

  • 1981Principles of Language Learning and Teaching5,176 cited
  • 2012A social gamification framework for a K-6 learning platform953 cited
  • 2006Games for Language Learning291 cited
  • 2006The socio-educational model of Second Language Acquisition274 cited
  • 2010Massively multiplayer online role-playing games as arenas for second language learning213 cited
  • 1990Simulation Gaming and Language Learning120 cited
  • 1980101 word games for students of English as a second or foreign language37 cited

Cited by

  • 2020Online Game-Based Formative Assessment: Distant Learners Post Graduate Students’ Challenges Towards Quizizz27 cited
  • 2022The Use of Quizizz as an Online Teaching and Learning Assessment tool in an ESL Classroom: A Systematic Literature Review22 cited

Only edges whose both ends are imported exist here. Widen the year window, or show the whole map. Back to the work