The Effect of Gamification with Web 2.0 Tools on EFL Learners’ Motivation and Academic Achievement in Online Learning Environments
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DOI: 10.1177/21582440241247928
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- Cristina Venera Tartavulea & Catalin Nicolae Albu & Nadia Albu & Ramona Iulia Dieaconescu & Silvia Petre, 2020. "Online Teaching Practices and the Effectiveness of the Educational Process in the Wake of the COVID-19 Pandemic," The AMFITEATRU ECONOMIC journal, Academy of Economic Studies - Bucharest, Romania, vol. 22(55), pages 920-920, August.
- Jukka Orava & Pete Worrall, 2011. "Creative Networks of Practice Using Web 2.0 Tools," International Journal of Virtual and Personal Learning Environments (IJVPLE), IGI Global, vol. 2(1), pages 37-53, January.
- Abdullah Yasin Gündüz & Buket Akkoyunlu, 2020. "Effectiveness of Gamification in Flipped Learning," SAGE Open, , vol. 10(4), pages 21582440209, December.
- Zhonggen Yu, 2022. "Sustaining Student Roles, Digital Literacy, Learning Achievements, and Motivation in Online Learning Environments during the COVID-19 Pandemic," Sustainability, MDPI, vol. 14(8), pages 1-14, April.
- Rui Li, 2021. "Does Game-Based Vocabulary Learning APP Influence Chinese EFL Learners’ Vocabulary Achievement, Motivation, and Self-Confidence?," SAGE Open, , vol. 11(1), pages 21582440211, March.
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Keywords
gamification; motivation; Web 2.0 tools; online learning; academic achievement;All these keywords.
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