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Enhancing Malaysian Primary Pupils’ Vocabulary Skills using Pocable Game and Pear Deck
16 references·0 citing·54 second hop
Enhancing Malaysian Primary Pupils’ Vocabulary Skills using Pocable Game and Pear Deck (2020)Enhancing Malaysian Primary Pupils’ Vocab…THE IMPORTANCE OF “ENGLISH” LANGUAGE IN TODAY’S WORLD (2019)THE IMPORTANCE OF “ENGLISH” L…Improving ESL Learners’ Grammar with Gamified-Learning (2019)Improving ESL Learners’ Gramm…Using Games as a Tool in Teaching Vocabulary to Young Learners (2016)Using Games as a Tool in Teac…The Effects of Using Games on English Vocabulary Learning (2015)The Effects of Using Games on…Educational games as stand‐alone learning tools and their motivational effect on L 2 vocabulary acquisition and perceived learning gains (2015)Educational games as stand‐al…Criterion-referenced and norm-referenced assessments: compatibility and complementarity (2015)Criterion-referenced and norm…Status of English in Malaysia (2014)Status of English in MalaysiaLevel up Learning: A National Survey on Teaching with Digital Games. (2014)Level up Learning: A National…Games in language learning: Opportunities and challenges (2014)Games in language learning: O…Exploring the Factors Influencing Learning Effectiveness in Digital Game-Based Learning (2012)Exploring the Factors Influen…Reading electronic and printed books with and without adult instruction: effects on emergent reading (2009)Reading electronic and printe…The effects of computer games on primary school students’ achievement and motivation in geography learning (2008)The effects of computer games…Passion and Intrinsic Motivation in Digital Gaming (2008)Passion and Intrinsic Motivat…Learning to Play, Playing to Learn: FL Learners as Multicompetent Language Users (2007)Learning to Play, Playing to …Motivational and self-regulated learning components of classroom academic performance. (1990)Motivational and self-regulat…Interaction between Learning and Development (1980)Interaction between Learning …Development and validation of brief measures of positive and negative affect: The PANAS scales. (1988)Development and validation of brief measures of positive and negative affect: The PANAS scales. (1988)Intrinsic Motivation and Self-Determination in Human Behavior (1988)Passion for math: Relationships between teachers’ emphasis on class contents usefulness, motivation and grades (2017)Passion for outdoor activities and environmental behaviors: A look at emotions related to passionate activities (2017)Motivations of playing digital games: A review and research agenda (2021)Mind in Society: The Development of Higher Psychological Processes (1978)Apprenticeship in Thinking (1990)Apprenticeship in thinking: cognitive development in social context (1990)The Influence of Young Children's Use of Technology on Their Learning: A Review. 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(1968)Multimedia Learning (2002)The Ideal Elf: Identity Exploration in World of Warcraft (2007)Using ubiquitous games in an English listening and speaking course: Impact on learning outcomes and motivation (2010)A collaborative game-based learning approach to improving students' learning performance in science courses (2012)Games, Motivation, and Learning: A Research and Practice Model (2002)Digital game-based learning (2003)Why Minimal Guidance During Instruction Does Not Work: An Analysis of the Failure of Constructivist, Discovery, Problem-Based, Experiential, and Inquiry-Based Teaching (2006)The impact of a serious game on vocabulary and content learning (2019)A review of eye tracking research on video-based learning (2022)Gamification in EFL/ESL instruction: A systematic review of empirical research (2023)The Practice of English Language Teaching (1983)The Input Hypothesis: Issues and Implications (1985)Approaches and Methods in Language Teaching (2001)Gamification Elements in Quizizz Applications: Evaluating the Impact on Intrinsic and Extrinsic Student’s Motivation (2020)The Effect of Game-Based Learning on Student Achievement: A Meta-Analysis Study (2020)The Effects of WordWall Online Games (WOW) on English Language Vocabulary Learning Among Year 5 Pupils (2021)Language Program Evaluation (2016)Traditional games in elementary school: Relationships of student’s personality traits, motivation and experience with learning outcomes (2018)Using Kahoot to Inspire (2018)Education at a Glance 2013 (2013)Measuring Student Engagement in the Online Course: The Online Student Engagement Scale (OSE) (2015)The Constant Comparative Analysis Method Outside of Grounded Theory (2015)
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References

  • 1990Motivational and self-regulated learning components of classroom academic performance.8,318 cited
  • 1980Interaction between Learning and Development2,150 cited
  • 2008The effects of computer games on primary school students’ achievement and motivation in geography learning587 cited
  • 2016Using Games as a Tool in Teaching Vocabulary to Young Learners176 cited
  • 2014Level up Learning: A National Survey on Teaching with Digital Games.170 cited
  • 2008Passion and Intrinsic Motivation in Digital Gaming156 cited
  • 2014Games in language learning: Opportunities and challenges148 cited
  • 2007Learning to Play, Playing to Learn: FL Learners as Multicompetent Language Users128 cited
  • 2009Reading electronic and printed books with and without adult instruction: effects on emergent reading123 cited
  • 2015Educational games as stand‐alone learning tools and their motivational effect on L 2 vocabulary acquisition and perceived learning gains120 cited
  • 2015The Effects of Using Games on English Vocabulary Learning119 cited
  • 2014Status of English in Malaysia112 cited
  • 2012Exploring the Factors Influencing Learning Effectiveness in Digital Game-Based Learning111 cited
  • 2015Criterion-referenced and norm-referenced assessments: compatibility and complementarity98 cited

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  • 2019THE IMPORTANCE OF “ENGLISH” LANGUAGE IN TODAY’S WORLD91 cited
  • 2019Improving ESL Learners’ Grammar with Gamified-Learning81 cited
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