2022
DOI: 10.26803/ijlter.21.1.19
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Using Genially Games for Enhancing EFL Reading and Writing Skills in Online Education

Abstract: The aim of this study was to determine the impact of using Genially games for enhancing English as a foreign language (EFL) reading and writing skills. The participants were 48 students from the A2 level, according to the Common European Framework of Reference for Languages (CEFR). They were enrolled in two reading and writing courses at a private university in Loja, in the south of Ecuador. The participants were organized into an experimental (n = 23) and a control group (n = 25). A mixed-method approach was … Show more

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Cited by 30 publications
(31 citation statements)
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References 29 publications
(41 reference statements)
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“…The reason that gamification becomes very interesting for students is because there are elements of the game that engage students in the learning process (Almeida & Simoes, 2019;Handoko et al, 2021). The game element in gamification also creates an interesting way of learning for students (Castillo-Cuesta, 2022;Urh et al, 2015). Apart from motivating students in reading, gamification of folklore can also teach character values which are currently emphasized in the 2013 curriculum.…”
Section: Discussionmentioning
confidence: 99%
“…The reason that gamification becomes very interesting for students is because there are elements of the game that engage students in the learning process (Almeida & Simoes, 2019;Handoko et al, 2021). The game element in gamification also creates an interesting way of learning for students (Castillo-Cuesta, 2022;Urh et al, 2015). Apart from motivating students in reading, gamification of folklore can also teach character values which are currently emphasized in the 2013 curriculum.…”
Section: Discussionmentioning
confidence: 99%
“…Teachers and learners had to use technological resources in virtual learning environments to enhance vocabulary and other linguistic skills. In this context, EFL vocabulary was taught using technological resources such as different applications and platforms (Odinokaya et al, 2021;Castillo-Cuesta, 2022). Alsied and Pathan (2013) acknowledge that technological tools are effective for learning new words; these authors assert that students learn vocabulary significantly faster when using technology.…”
Section: Introductionmentioning
confidence: 99%
“…Non-English students face many challenges when reading in a foreign language, which negatively influences their academic performance. 1,2 As educators of a glycobiology module for undergraduate students in Biochemistry, finding articles containing the theoretical concepts and practical activities taught in lecture sessions that are easy to understand is a challenging task. In this regard, the work of Zhu et al 3 encourages the use of a classical paper to teach glycoproteins (GPs), following the exciting discovery of the β-subunit of the H,K-ATPase.…”
Section: ■ Introductionmentioning
confidence: 99%
“…Genially is another innovative tool to design educational games. It is a commercial online platform with a free-access option that facilitates the creation of interactive content. ,, Currently, the Genially platform offers different subscription modes that can be accessed through the Plans section on the Web site. If the educational institution wishes, they can obtain a membership, or otherwise use the free and basic plan which only gives access to part of the content ( e.g ., game statistics or the full collection of templates are not available without a membership).…”
Section: Introductionmentioning
confidence: 99%
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