Effectiveness of a gamification application in learning mandarin as a second language
Purpose - Gamification is an effective method to boost students’ academic achievement and engagement in second language learning. This study aimed to test the effectiveness of the gamification application, Class Dojo, among Year 4 pupils who are learning Mandarin as a Second Language (MSL). It also...
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Format: | Article |
Language: | English |
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Universiti Utara Malaysia Press
2022
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Online Access: | https://repo.uum.edu.my/id/eprint/28881/1/MJLI%2019%2002%202022%20183-211.pdf https://doi.org/10.32890/mjli2022.19.2.7 https://repo.uum.edu.my/id/eprint/28881/ https://e-journal.uum.edu.my/index.php/mjli/article/view/14675 https://doi.org/10.32890/mjli2022.19.2.7 |
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