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Game-Based Learning in Higher Education: The Pedagogical Effect of Genially Games in English as a Foreign Language Instruction
16 references·0 citing·54 second hop
Game-Based Learning in Higher Education: The Pedagogical Effect of Genially Games in English as a Foreign Language Instruction (2022)Game-Based Learning in Higher Education: …Exploring EFL learners’ perspectives on using Kahoot as a game-based student response system (2021)Exploring EFL learners’ persp…Using Digital Games for Enhancing EFL Grammar and Vocabulary in Higher Education (2020)Using Digital Games for Enhan…Online and Remote Learning in Higher Education Institutes: A Necessity in light of COVID-19 Pandemic (2020)Online and Remote Learning in…Game-Based Student Response Systems: The Impact of Kahoot in a Chilean Vocational Higher Education EFL Classroom (2020)Game-Based Student Response S…EFL Classes Must Go Online! Teaching Activities and Challenges during COVID-19 Pandemic in Indonesia (2020)EFL Classes Must Go Online! 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(1994)From Content to Context: Videogames as Designed Experience (2006)Digital Games in Education (2007)Motivating Children to Learn Effectively: Exploring the Value of Intrinsic Integration in Educational Games (2011)Experiential Learning : Experience as the Source of Learning and Development (1983)A social-cognitive approach to motivation and personality. (1988)Self-Efficacy and Academic Motivation (1991)Contextualized mobile game-based learning application for computing education (2020)Serious game design model for language learning in the cultural context (2022)Using an Augmented-Reality Game-Based Application to Enhance Language Learning and Motivation of Elementary School EFL Students: A Comparative Study in Rural and Urban Areas (2023)Evaluating Structural Equation Models with Unobservable Variables and Measurement Error (1981)Structural equation modeling in practice: A review and recommended two-step approach. 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Foundations of Educational Theory for Online Learning (2008)The TESOL Encyclopedia of English Language Teaching (2017)Online Learning amidst Global Pandemic: EFL Students’ Challenges, Suggestions, and Needed Materials (2020)The psychological impact of the COVID-19 epidemic on college students in China (2020)Responses of the English-Language-Teaching Community to the COVID-19 Pandemic (2021)The interaction patterns of pandemic-initiated online teaching: How teachers adapted (2022)Qualitative inquiry and research design: choosing among five traditions. (1998)Educational Research: Planning, Conducting, and Evaluating Quantitative and Qualitative Research (2001)Research design: qualitative, quantitative, and mixed methods approaches (2003)Research Methodology in Business: A Starter’s Guide (2017)Assessing Teachers Using Philippine Standards for Teachers (2020)Students’ learning sustainability – implicit, explicit or non-existent: a case study approach on students’ key competencies addressing the SDGs in HEI program (2022)Situated Cognition and the Culture of Learning (1989)Situated Learning (1991)A Pedagogy of Multiliteracies: Designing Social Futures (1996)The Motivational Pull of Video Games: A Self-Determination Theory Approach (2006)Gamifying learning experiences: Practical implications and outcomes (2013)Foundations of Game-Based Learning (2015)A systematic mapping on gamification applied to education (2014)Augmented Reality and Gamification in Education: A Systematic Literature Review of Research, Applications, and Empirical Studies (2022)Gamification of e-learning in higher education: a systematic literature review (2023)
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References

  • 2011From game design elements to gamefulness8,391 cited
  • 2003What video games have to teach us about learning and literacy5,713 cited
  • 2020Online and Remote Learning in Higher Education Institutes: A Necessity in light of COVID-19 Pandemic1,662 cited
  • 2012Book Review: 'The Gamification of Learning and Instruction: Game-Based Methods and Strategies For Training And Education' by Karl Kapp1,138 cited
  • 2005Video Games and the Future of Learning1,120 cited
  • 2020EFL Classes Must Go Online! Teaching Activities and Challenges during COVID-19 Pandemic in Indonesia575 cited
  • 2011Research Methods273 cited
  • 2019Modelling Chinese EFL learners’ flow experiences in digital game-based vocabulary learning: the roles of learner and contextual factors154 cited
  • 2020A systematic review on the impacts of game-based learning on argumentation skills138 cited
  • 2016Can learning motivation predict learning achievement? A case study of a mobile game-based English learning approach66 cited
  • 2020Using Digital Games for Enhancing EFL Grammar and Vocabulary in Higher Education56 cited
  • 2017Designing Engaging Educational Games and Assessing Engagement in Game-Based Learning50 cited
  • 2011Advanced EFL Learners' Beliefs about Language Learning and Teaching: A Comparison Between Grammar, Pronunciation, and Vocabulary48 cited
  • 2019

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Do Teachers Attitudes, Perception of Usefulness, and Perceived Social Influences Predict their Behavioral Intentions to Use Gamification in EFL Classrooms? Evidence from the Middle East
47 cited
  • 2021Exploring EFL learners’ perspectives on using Kahoot as a game-based student response system45 cited
  • 2020Game-Based Student Response Systems: The Impact of Kahoot in a Chilean Vocational Higher Education EFL Classroom44 cited
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