SZodixStudyAcademic Library
ShelvesOpen access
Study · an open academic library·Metadata from OpenAlex (CC0)·Shelves·OpenAlex metadata, de-duplicated
An Examination of the Factors and Challenges to Adopting Gamification in English Foreign Language Teaching
16 references·0 citing·44 second hop
An Examination of the Factors and Challenges to Adopting Gamification in English Foreign Language Teaching (2022)An Examination of the Factors and Challen…The impact of game-based learning (GBL) on students’ motivation, engagement and academic performance on an Arabic language grammar course in higher education (2021)The impact of game-based lear…Does Game-Based Vocabulary Learning APP Influence Chinese EFL Learners’ Vocabulary Achievement, Motivation, and Self-Confidence? (2021)Does Game-Based Vocabulary Le…The effect of Mentimeter and Kahoot applications on university students' e-learning (2020)The effect of Mentimeter and …Efficiency of digital and non-digital educational games: A comparative meta-analysis and a meta-thematic analysis (2020)Efficiency of digital and non…Research Design: Qualitative, Quantitative, and Mixed Methods Approaches (2018)Research Design: Qualitative,…Activate space rats! Fluency development in a mobile game-assisted environment (2018)Activate space rats! Fluency …DIGITAL GAME-BASED LANGUAGE LEARNING IN FOREIGN LANGUAGE TEACHER EDUCATION (2016)DIGITAL GAME-BASED LANGUAGE L…The Impact of Online Games on Learning English Vocabulary by Iranian (Low-intermediate) EFL Learners (2014)The Impact of Online Games on…The Effect of Using Educational Games on the Students' Achievement in English Language for the Primary Stage. (2012)The Effect of Using Education…Assessing the effectiveness of a 3‐D instructional game on improving mathematics achievement and motivation of middle school students (2012)Assessing the effectiveness o…Gamification in Education: What, How, Why Bother? (2011)Gamification in Education: Wh…Math teachers’ perspectives on using educational computer games in math education (2010)Math teachers’ perspectives o…Research in Education: Evidence Based Inquiry (2005)Research in Education: Eviden…Research Design: Qualitative, Quantitative, and Mixed Methods Approaches (1994)Research Design: Qualitative,…Qualitative Data Analysis: An Expanded Sourcebook (1994)Qualitative Data Analysis: An…Snowball Sampling: Problems and Techniques of Chain Referral Sampling (1981)Snowball Sampling: Problems a…Social Foundations of Thought and Action : A Social Cognitive Theory (1985)A Theory of Goal Setting and Task PerformanceA Theory of Goal Setting and Task Performance, by LockeEdwin A. and LathamGary P.. Englewood Cliffs, NJ: Prentice-Hall, 1990. (1991)From Content to Context: Videogames as Designed Experience (2006)Gamification and student motivation (2014)The effect of gamification on motivation and engagement (2017)Gamified learning in higher education: A systematic review of the literature (2018)Techniques in Teaching Vocabulary (1983)Vocabulary and language teaching (1989)A Qualitative Meta-Analysis of Computer Games as Learning Tools (2009)Serious game design model for language learning in the cultural context (2022)Exploring the Potential of Digital Game-Based Vocabulary Learning: A Systematic Review (2023)Evolutionary stable strategies and game dynamics (1978)Flow: the psychology of optimal experience (1990)What video games have to teach us about learning and literacy (2003)Interaction between gaming and multistage guiding strategies on students' field trip mobile learning performance and motivation (2015)Effects of digital games on student motivation in mathematics: A meta‐analysis in K‐12 (2021)A systematic review of the role of learning games in fostering mathematics education in K-12 settings (2022)The Discovery of Grounded Theory; Strategies for Qualitative Research (1968)The Discovery of Grounded Theory: Strategies for Qualitative Research. (1968)Theoretical Sensitivity: Advances in the Methodology of Grounded Theory (1978)Sampling hard to reach populations (1997)Snowball sampling: using social networks to research non‐heterosexual women (2005)Defining digital transformation: Results from expert interviews (2019)Research methods in anthropology: qualitative and quantitative approaches (2002)Rules of Play: Game Design Fundamentals (2003)The Gamification of Learning and Instruction: Game-based Methods and Strategies for Training and Education (2012)Facilitating nursing students' skill training in distance education via online game-based learning with the watch-summarize-question approach during the COVID-19 pandemic: A quasi-experimental study (2021)How to Implement Game-Based Learning in a Smart Classroom? A Model Based on a Systematic Literature Review and Delphi Method (2021)Interactive effects of scaffolding digital game-based learning and cognitive style on adult learners’ emotion, cognitive load and learning performance (2023)Three Approaches to Qualitative Content Analysis (2005)Using thematic analysis in psychology (2006)The qualitative content analysis process (2008)A sequential mixed model research design: Design, analytical and display issues (2009)Teachers’ roles and identities in student-centered classrooms (2018)Teachers for rural schools – a challenge for South Africa (2019)Using Mixed-Methods Sequential Explanatory Design: From Theory to Practice (2005)Case study research: design and methods (2011)Exploring the credibility of online celebrities' Instagram profiles in influencing the purchase decisions of young female users (2016)A Team-based Approach to Open Coding: Considerations for Creating Intercoder Consensus (2019)Positionality practices and dimensions of impact on equity research: A collaborative inquiry and call to the community (2021)Handbook of Religion and Health (2023)Students and Teachers Using Mentimeter: Technological Innovation to Face the Challenges of the COVID-19 Pandemic and Post-Pandemic in Higher Education (2021)Flipped classroom with gamified technology and paper-based method for teaching vocabulary (2023)Gamification in the classroom: Kahoot! As a tool for university teaching innovation (2024)
this work references cited by second hop

References

  • 1994Qualitative Data Analysis: An Expanded Sourcebook48,401 cited
  • 1994Research Design: Qualitative, Quantitative, and Mixed Methods Approaches35,275 cited
  • 2018Research Design: Qualitative, Quantitative, and Mixed Methods Approaches12,746 cited
  • 1981Snowball Sampling: Problems and Techniques of Chain Referral Sampling5,482 cited
  • 2005Research in Education: Evidence Based Inquiry3,473 cited
  • 2011Gamification in Education: What, How, Why Bother?1,242 cited
  • 2021The impact of game-based learning (GBL) on students’ motivation, engagement and academic performance on an Arabic language grammar course in higher education140 cited
  • 2014The Impact of Online Games on Learning English Vocabulary by Iranian (Low-intermediate) EFL Learners114 cited
  • 2012Assessing the effectiveness of a 3‐D instructional game on improving mathematics achievement and motivation of middle school students113 cited
  • 2020The effect of Mentimeter and Kahoot applications on university students' e-learning85 cited
  • 2021Does Game-Based Vocabulary Learning APP Influence Chinese EFL Learners’ Vocabulary Achievement, Motivation, and Self-Confidence?84 cited
  • 2020Efficiency of digital and non-digital educational games: A comparative meta-analysis and a meta-thematic analysis80 cited
  • 2012The Effect of Using Educational Games on the Students' Achievement in English Language for the Primary Stage.66 cited

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

  • 2010Math teachers’ perspectives on using educational computer games in math education66 cited
  • 2018Activate space rats! Fluency development in a mobile game-assisted environment58 cited
  • 2016DIGITAL GAME-BASED LANGUAGE LEARNING IN FOREIGN LANGUAGE TEACHER EDUCATION55 cited
  • Cited by

    No citing works inside the corpus for this window.