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Students' Perceptions about Gamified...
~
Hwang, Se He.
Students' Perceptions about Gamified Methods in English as a Second Language Acquisition.
紀錄類型:
書目-語言資料,手稿 : Monograph/item
正題名/作者:
Students' Perceptions about Gamified Methods in English as a Second Language Acquisition./
作者:
Hwang, Se He.
面頁冊數:
1 online resource (69 pages)
附註:
Source: Masters Abstracts International, Volume: 57-05.
Contained By:
Masters Abstracts International57-05(E).
標題:
English as a second language. -
電子資源:
click for full text (PQDT)
ISBN:
9780355916508
Students' Perceptions about Gamified Methods in English as a Second Language Acquisition.
Hwang, Se He.
Students' Perceptions about Gamified Methods in English as a Second Language Acquisition.
- 1 online resource (69 pages)
Source: Masters Abstracts International, Volume: 57-05.
Thesis (M.Ed.)--University of Arkansas, 2018.
Includes bibliographical references
This qualitative research study will examine whether game-based learning is effective for helping to learn English as a second language (ESL) in the United States. This study will ask participants, particularly adult second language learners, about their perceptions of high levels of stress and anxiety when learning English. The study will also investigate whether game-play motivated students learn English in class. Data collected in this study will be based on interviews, questionnaires, and observations of the classrooms and game play, and the results demonstrated that participants' interest in the game created active involvement in game-play in class.
Electronic reproduction.
Ann Arbor, Mich. :
ProQuest,
2018
Mode of access: World Wide Web
ISBN: 9780355916508Subjects--Topical Terms:
1148422
English as a second language.
Index Terms--Genre/Form:
554714
Electronic books.
Students' Perceptions about Gamified Methods in English as a Second Language Acquisition.
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This qualitative research study will examine whether game-based learning is effective for helping to learn English as a second language (ESL) in the United States. This study will ask participants, particularly adult second language learners, about their perceptions of high levels of stress and anxiety when learning English. The study will also investigate whether game-play motivated students learn English in class. Data collected in this study will be based on interviews, questionnaires, and observations of the classrooms and game play, and the results demonstrated that participants' interest in the game created active involvement in game-play in class.
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