The Implementation of Digital Gamification in English Classroom: Teachers' and Students' Perspectives.
Nur Syarafana Bt JohanKew Si NaZaidatun TasirTieng Wei KohTze Wei LiewSze Seau LeePublished in: ICETM (2022)
Keyphrases
- english learning
- student learning
- learning environment
- classroom environment
- elementary school students
- middle school
- tablet pc
- secondary school
- elementary school
- english as a foreign language
- middle school students
- student engagement
- teacher education
- high school students
- learning process
- classroom learning
- digital literacy
- teaching methods
- learning opportunities
- classroom activities
- project based learning
- high school
- school district
- digital technologies
- college level
- learning activities
- teaching practices
- primary school
- technology enhanced
- virtual classroom
- blended learning
- professional development
- classroom instruction
- science teachers
- collaborative learning
- middle school mathematics
- pre service
- e learning
- educational settings
- learning tools
- cooperative learning
- science education
- learning community
- learning experience
- language learning
- classroom teaching
- reading comprehension
- game based learning
- digital resources
- higher education
- helping students
- student groups
- video games
- english teaching
- science classroom
- online environment
- school teachers
- students completed
- computer assisted language learning
- language teaching
- teaching materials
- sixth grade
- distance learning
- english language learners
- learning scenarios
- lesson plans
- game design
- technology integration
- instructional strategies
- public schools
- teacher training
- computer technology
- ict tools
- oral reading
- college students
- science learning
- online learning