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Using Genially Games for Enhancing EFL Reading and Writing Skills in Online Education
16 references·1 citing·42 second hop
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References

  • 2011Gamification. using game-design elements in non-gaming contexts2,412 cited
  • 2003E-learning and the science of instruction: Proven guidelines for consumers and designers of multimedia learning2,257 cited
  • 2020Adapting to online teaching during COVID-19 school closure: teacher education and teacher competence effects among early career teachers in Germany1,433 cited
  • 2020Challenges and Opportunities for Higher Education amid the COVID-19 Pandemic: The Philippine Context1,296 cited
  • 2004How to Teach Writing896 cited
  • 2020Impact of Coronavirus Pandemic on Education861 cited
  • 2008Teaching ESL/EFL Reading and Writing649 cited
  • 2012Introduction to Educational Research: A Critical Thinking Approach509 cited
  • 2016The Importance of Four Skills Reading, Speaking, Writing, Listening in a Lesson Hour324 cited
  • 2015Using Gamification to Enhance Second Language Learning.309 cited
  • 2019The Effects of Gamification in Online Learning Environments: A Systematic Literature Review190 cited
  • 2007Serious Games in language learning and teaching – a theoretical perspective149 cited
  • 2018Gamificación en educación superior: experiencia innovadora para motivar estudiantes y dinamizar contenidos en el aula142 cited
  • 2018The Strengths and Weaknesses of Cooperative Learning and Problem-based Learning in EFL Writing Class: Teachers and Students’ Perspectives

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133 cited
  • 2020„Langsam vermisse ich die Schule ...“133 cited
  • 2004THE INTERNET AND FOREIGN LANGUAGE EDUCATION: BENEFITS AND CHALLENGES132 cited
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    • 2022Media Video Games Wordwall dan Lembar Kerja untuk Kemampuan Membilang dan Motivasi Anak9 cited