2021
DOI: 10.1504/ijmlo.2021.111601
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Design-based research on gamified outdoor social enquiry learning with context-aware technology: integration of teacher facilitation for advancing the pedagogical effectiveness

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Cited by 6 publications
(3 citation statements)
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“…Therefore, more studies in different flipped tertiary EFL settings are needed to explore the effects of integrating ASR technology on students' oral English complexity. Moreover, follow-up studies should be conducted from a perspective of design-based research (Jong et al, 2021) to explore further and confirm our findings. Also, more empirical studies need to be conducted to evaluate students' peer interaction in addition to oral complexity, such as accuracy, fluency and task-based interactional features.…”
Section: Conclusion and Limitationsmentioning
confidence: 60%
“…Therefore, more studies in different flipped tertiary EFL settings are needed to explore the effects of integrating ASR technology on students' oral English complexity. Moreover, follow-up studies should be conducted from a perspective of design-based research (Jong et al, 2021) to explore further and confirm our findings. Also, more empirical studies need to be conducted to evaluate students' peer interaction in addition to oral complexity, such as accuracy, fluency and task-based interactional features.…”
Section: Conclusion and Limitationsmentioning
confidence: 60%
“…Challenge, competition, and cooperation tasks can enhance motivation ( Glover, 2013 ; Jayalath & Esichaikul, 2020 ; Su & Cheng, 2015 ). The work in Jong et al (2021) used DBR to show the importance of gamified mobile learning and verbal pedagogical, administrative, and technical intervention in higher education. Furthermore, reducing the multiple answers format was a manner to maintain students’ attention while presenting a complex reading strategy, such as making inferences.…”
Section: Discussionmentioning
confidence: 99%
“…Another way to maximise learners' motivation and engagement is to incorporate gaming into learning and teaching activities. Gamification is the pedagogical integration of gaming mechanics and technologies into non-gaming educational situations in order to inspire and engage learners in the learning and teaching processes (Jong et al, 2021). When gaming scenarios are connected to course concepts, it effectively assists students in achieving their learning objectives.…”
Section: Discussionmentioning
confidence: 99%