Gamification in English as Second Language Learning in Secondary Education Aged Between 11-18: A Systematic Review Between 2013-2020.
Gamze KayaHatice Cilsalar SagnakPublished in: Int. J. Game Based Learn. (2022)
Keyphrases
- systematic review
- secondary education
- language learning
- computer assisted language learning
- empirical studies
- video games
- knowledge construction
- science education
- foreign language
- serious games
- educational software
- user experience
- game design
- college students
- attitudes toward
- machine learning
- content analysis
- mobile phone
- case study
- metadata
- learning algorithm