Application of Gamification in Higher Education in the Teaching of English as a Foreign Language

Author:

De La Cruz Kevin Mario LauraORCID,Gebera Osbaldo Washington TurpoORCID,Copaja Stefany Juliana NoaORCID

Publisher

Springer Singapore

Reference20 articles.

1. Laura, K.: Gamification for understanding English texts for students in a public school in Peru. Int. J. Dev. Res. [Internet] 10(10), 41787–41791. 2020. (Cited 8 November 2020). Available from: https://doi.org/10.37118/ijdr.20319.10.2020

2. Kapp, K.: The Gamification of Learning and Instruction: Game-based Methods and Strategies for Training and Education, 1st edn. Pfeiffer, San Francisco (2012)

3. The University of British Columbia [Internet]. Ventures in Learning Technologies, Vancouver, Canada. (Cited 10 November 2020). Available from: https://virtual.educ.ubc.ca/wp/etec522/2020/02/02/quizizz-co-founders-deepak-joy-cheenath-and-ankit-gupta

4. Odhabi, H., Javed, Y.: Active Learning in Classrooms Using online Tools: Evaluating Pear-Deck for Students’ Engagement, pp. 126–131. IEEE (2018). (Cited 8 November 2020). Available from: https://ieeexplore.ieee.org/abstract/document/8649515/

5. Hakami, M.: Using Nearpod as a tool to promote active learning in higher education in a BYOD learning environment. J. Educ. Learn. 9(1): pp. 119–126 (2020). (Cited 10 November 2020). Available from: https://files.eric.ed.gov/fulltext/EJ1241026.pdf

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