Using Digital Games for Enhancing EFL Grammar and Vocabulary in Higher Education.
Luz Castillo-CuestaPublished in: iJET (2020)
Keyphrases
- higher education
- digital games
- educational contexts
- vocabulary learning
- mobile learning
- learning management systems
- game based learning
- learning tools
- language learning
- hong kong
- learning technologies
- e learning
- m learning
- blended learning
- distance learning
- online learning
- learning environment
- educational games
- computer assisted language learning
- hybrid learning
- learning in higher education
- computer assisted
- role play
- game play
- gender differences
- game design
- machine learning
- control group
- computer games
- statistically significant
- computer mediated communication
- digital media
- online course
- attitudes toward
- video games
- serious games