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Effects of Gamified Grammar and Vocabulary Learning in an English Course on EFL Students in Thailand
Nur Lailatur Rofiah; Budi Waluyo – Teaching English with Technology, 2024
The present study investigated the effects of gamified grammar and vocabulary learning using Kahoot!, Quizizz, and Quizlet on learning performance, motivation, enjoyment, anxiety, and classroom dynamics and engagement in an English course. The investigation also involved the effects of gamified learning on gender, proficiency, and learning…
Descriptors: Vocabulary Development, Teaching Methods, English (Second Language), Second Language Learning
Budi Waluyo; Ali Zahabi; Luksika Ruangsung – rEFLections, 2024
The increasing popularity of the Common European Framework of Reference (CEFR) in non-native English-speaking countries has generated a demand for concrete examples in the creation of CEFR-based tests that assess the four main English skills. In response, this research endeavors to provide insight into the development and validation of a…
Descriptors: Language Tests, Language Proficiency, Undergraduate Students, Language Skills