Proceedings of the 9th International Conference on Computer Supported Education 2017
DOI: 10.5220/0006352804700475
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Learning Language Grammar with Interactive Exercises in the Classroom and Beyond

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Cited by 3 publications
(2 citation statements)
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“…Gamification has pollinated software development in selected courses like engineering for best practices, socialization and improves students' knowledge. Some researchers carried out studies in gamification for various reasons, which consist of facing challenges to initiate software process development (Alhammad&Moreno, 2020), using mobile gaming technologies (Thongkoo,Panjaburee&Daungcharone, Wu, 2014) or digital media (Gekker, 2018), or digital game (Lee, 2019;Barringer, Plummer, Kregenow& Palma, 2018;Martin et al, 2018;Yang, Lin & Chen, 2018;Zinnen, &Godehardt, 2018;Wichadee&Pattanapichet, 2018;Tshering et al, 2018;Stapinski et al, 2017;Ebrahimzadeh,&Alavi, 2017;Reinhardt & Sykes, 2014), combination of technology and information and communication technologies to enhance academic gain (Xanthopoulos&Xinogalos,2018;Appiahene, 2017;Klimova, Blanka&Kacet, 2017;Levitt &Piro, 2014), android application for users (Suprapto&Irrahali, 2019;Kirci&Kahraman, 2015), development of software for educational purposes (Purgina, Mozgovoy, & Ward, 2017;Kuhn & Stevens, 2017;Chubarkova et. al., 2016;Gomez, 2016;), using m-learning app to boost undergraduates' soft skills (Smith, Bille, Southgate,&Stephens,2016), using virtual reality induced with gamification to train students' to improve their communication skills (Lopex& Tucker, 2017; Ruiz et a., 2017;Lochmann, 2016), virtual learning and gamification (Al-Azawei, Baiee& Mohammed, 2019), educational games (Mogrovejo, Mamani, & Tipo, 2019;Homer, Hew & Tan, 2018;Muller et al, 2017;Miladi et.…”
Section: Motivations Related To Rampant Development Of Technologymentioning
confidence: 99%
“…Gamification has pollinated software development in selected courses like engineering for best practices, socialization and improves students' knowledge. Some researchers carried out studies in gamification for various reasons, which consist of facing challenges to initiate software process development (Alhammad&Moreno, 2020), using mobile gaming technologies (Thongkoo,Panjaburee&Daungcharone, Wu, 2014) or digital media (Gekker, 2018), or digital game (Lee, 2019;Barringer, Plummer, Kregenow& Palma, 2018;Martin et al, 2018;Yang, Lin & Chen, 2018;Zinnen, &Godehardt, 2018;Wichadee&Pattanapichet, 2018;Tshering et al, 2018;Stapinski et al, 2017;Ebrahimzadeh,&Alavi, 2017;Reinhardt & Sykes, 2014), combination of technology and information and communication technologies to enhance academic gain (Xanthopoulos&Xinogalos,2018;Appiahene, 2017;Klimova, Blanka&Kacet, 2017;Levitt &Piro, 2014), android application for users (Suprapto&Irrahali, 2019;Kirci&Kahraman, 2015), development of software for educational purposes (Purgina, Mozgovoy, & Ward, 2017;Kuhn & Stevens, 2017;Chubarkova et. al., 2016;Gomez, 2016;), using m-learning app to boost undergraduates' soft skills (Smith, Bille, Southgate,&Stephens,2016), using virtual reality induced with gamification to train students' to improve their communication skills (Lopex& Tucker, 2017; Ruiz et a., 2017;Lochmann, 2016), virtual learning and gamification (Al-Azawei, Baiee& Mohammed, 2019), educational games (Mogrovejo, Mamani, & Tipo, 2019;Homer, Hew & Tan, 2018;Muller et al, 2017;Miladi et.…”
Section: Motivations Related To Rampant Development Of Technologymentioning
confidence: 99%
“…However, we wanted to have practical evidence that WordBricks is flexible enough to handle non-English grammatical structures. Our current experiments are focused on integrating WordBricks into Irish language classes at a junior school in Ireland (Purgina, Mozgovoy, & Ward, 2017). We also hope that gamification of Irish classes through WordBricks would help to support learners' interest in the subject.…”
Section: Wordbricks At An Irish Language Classmentioning
confidence: 99%