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Use of digital 'Guess Who Board Game' in teaching English.

Maria VirvouSpyros Papadimitriou
Published in: IISA (2014)
Keyphrases
  • board game
  • learning environment
  • learning process
  • game playing
  • tablet pc
  • distance learning
  • computer games
  • urban planning
  • language learning
  • higher education
  • computer programs
  • e learning
  • general purpose