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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Bibliographic Details
Main Authors: Mun, Pei Ng, Alias, Norlidah, Dewitt, Dorothy
Format: Article
Language:English
Published: Universiti Utara Malaysia Press 2022
Subjects:
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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