Experience of Non-linguistics Students Creating Online Games on Foreign Language Grammar
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Publisher
Springer Nature Switzerland
Link
https://link.springer.com/content/pdf/10.1007/978-3-031-48016-4_7
Reference34 articles.
1. Kim, S., Song, K., Lockee, B., Burton, J.: Gamification in Learning and Education. Springer, Cham (2018). https://doi.org/10.1007/978-3-319-47283-6
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3. Welbers, K., Konijn, E.A., Burgers, C., de Vaate, A.B., Eden, A., Brugman, B.C.: Gamification as a tool for engaging student learning: a field experiment with a gamified app. E-learn. Digit. Media 16(2), 92–109 (2019). https://doi.org/10.1177/2042753018818342
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5. Nah, F.F.H., Zeng, Q., Telaprolu, V.R., Ayyappa, A.P., Eschenbrenner, B.: Gamification of education: a review of literature. In: Nah, F.F.H. (eds.) HCI in Business. HCIB 2014. LNCS, vol. 8527, pp. 401–409. Springer, Cham (2014). https://doi.org/10.1007/978-3-319-07293-7_39
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