2014
DOI: 10.20533/ijcdse.2042.6364.2014.0219
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Evaluating Serious Games for Foreign Language Learning: An Online Grading and Visualization Tool

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Cited by 5 publications
(5 citation statements)
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“…Online games can be used to promote better learning for students. With adequate facilitation from the teacher, online tools are capable to enhance the language of learners (Krystalli, Arvanitis & Panagiotidis, 2014). Thus, incorporating games into teaching will ensure the effectiveness of the learning session.…”
Section: 1computer Assisted Language Learningmentioning
confidence: 99%
See 1 more Smart Citation
“…Online games can be used to promote better learning for students. With adequate facilitation from the teacher, online tools are capable to enhance the language of learners (Krystalli, Arvanitis & Panagiotidis, 2014). Thus, incorporating games into teaching will ensure the effectiveness of the learning session.…”
Section: 1computer Assisted Language Learningmentioning
confidence: 99%
“…Teachers should adhere to the ever-changing education to ensure learners achieve a maximized learning experience. With regards to the evolution of technology, a firm belief that learning can be enhanced using games is ignited (Wiggins, 2016;Krystalli et al, 2014). Thus, online language games can cater to independent learning as well as enhancing the language of learners.…”
Section: 13online Language Gamesmentioning
confidence: 99%
“…In order to increase the motivation of the students, the games have been reshaped because today's students spend most of their time connected to technological devices (Kunduracıoğlu, 2018). Krystalli (2015) stated that it is difficult to integrate the students of the digital generation into the current learning method and that the games in the digital environment can be a very important factor in adapting them to the lesson. For this reason, the interest shown by the digital generation to games has given rise to the idea of bringing the concept of gamification, derived from the word game, to the field of education, with the idea that games can take place in education (Bozkurt & Genç Kumtepe, 2014).…”
Section: Introductionmentioning
confidence: 99%
“…"Technology has become an entire way to survive 21 st century" (Prensky, 2004 as cited by Romero, Ott & Usart, 2014 p. 149). The students who are much familiar with technology, found its way into language learning as it attracts the younger generation as they are digital native (Krystalli, Arvanitis & Panagiotidis, 2014). The integration of technology in classrooms is no longer a new occurrence (John & Melor, 2018).…”
Section: Introductionmentioning
confidence: 99%