Using digital gamification to improve language achievement, foreign language enjoyment, and ideal L2 self: A case of English as a foreign language learners.
Gi-Zen LiuJalil FathiMasoud RahimiPublished in: J. Comput. Assist. Learn. (2024)
Keyphrases
- foreign language
- foreign language learning
- language learning
- computer assisted language learning
- language learners
- english as a foreign language
- computer assisted
- vocabulary learning
- english language
- target language
- native speakers
- video games
- learning tools
- educational games
- chinese language
- game design
- language skills
- learning process
- computer mediated communication
- blended learning
- computer aided
- attitudes toward
- machine learning
- efl students