Play and learn: Influence of gamification and game-based learning in the reading processes of secondary school students

Author:

Manzano León Ana,Rodríguez Ferrer José Miguel,Aguilar Parra José Manuel,Fernández Campoy Juan Miguel,Trigueros Rubén,Martínez Martínez Ana María

Publisher

Elsevier BV

Reference41 articles.

1. Dyslexia: its impact on the individual, parents and society;Al-Lamki;Sultan Qaboos University Medical Journal,2012

2. Gamifying formative assessment to improve speaking accuracy and motivation in EFL learners;Almache Granda;Revista Ciencia e Investigación,2020

3. Effect of gamification on students’ motivation and learning achievement in second language acquisition within higher education: a literature review 2011-2019;Azzouz;The EuroCALL Review,2020

4. Motivation, students’ needs and learning outcomes: A hybrid game-based app for enhanced language learning;Berns;SpringerPlus,2016

5. Evaluating the predictive impact of an emergent literacy model on dyslexia in Italian children: a four-year prospective cohort study;Bigozzi;Journal of Learning Disabilities,2014

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