Exploring a Gamified Learning Tool in the ESL Classroom: The Case of Quizizz

Author:

Callista Anak Yunus Crystal,Kim Hua Tan

Publisher

Asian Educational Journal Publishing Group

Subject

Computer Science Applications,Developmental and Educational Psychology,Education

Cited by 24 articles. 订阅此论文施引文献 订阅此论文施引文献,注册后可以免费订阅5篇论文的施引文献,订阅后可以查看论文全部施引文献

1. Promoting listening skills with an educational tool: VoScreen;Journal of Educational Technology and Online Learning;2023-12-31

2. Use of technology-based assessments: a systematic review covering over 30 countries;Assessment in Education: Principles, Policy & Practice;2023-11-02

3. The use of game-based learning to enhance student engagement in the acupuncture programme: South African students’ opinions;Journal for the Education of Gifted Young Scientists;2023-07-11

4. Technology-Enhanced Legal Education;Innovations in Teacher Development, Personalized Learning, and Upskilling the Workforce;2023-07-03

5. Exploring the Online Teaching Strategies of ELT in an Online English Language Program and Their Impact on Student Achievement in Karachi, Pakistan;Handbook of Research on Creating Motivational Online Environments for Students;2023-06-30

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