PERTANIKA JOURNAL OF SOCIAL SCIENCES AND HUMANITIES

 

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Pertanika Journal of Social Science and Humanities, Volume P, Issue P, January P

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  • Aini, Q., Hariguna, T., Putra, P. O. H., & Rahardja, U. (2019). Understanding how gamification influences behaviour in education. International Journal of Advanced Trends in Computer Science and Engineering (Special Issue), 8(1.5), 269-274. https://doi.org/10.30534/ijatcse/2019/4781.52019

    Barker, J., & Gossman, P. (2013). The learning impact of a virtual learning environment: Students’ views. Teacher education advancement network journal (TEAN), 5(2), 19-38.

    Dichev, C., & Dicheva, D. (2017). Gamifying education: What is known, what is believed and what remains uncertain: A critical review. International Journal of Educational Technology in Higher Education, 14(1), 1-36. https://doi.org/10.1186/s41239-017-0042-5

    Fadillah, I. N., & Maryanti, R. (2021). Application of learning videos and Quizizz in increasing students interest in learning english in middle schools. Indonesian Journal of Multidiciplinary Research, 1(2), 329–336. https://doi.org/10.17509/ijomr.v1i2.37853

    Gee, J. P. (2003). What video games have to teach us about learning and literacy. Computers in Entertainment, 1(1), Article 20. https://doi.org/10.1145/950566.950595

    Hamari, J., Koivisto, J., & Sarsa, H. (2014, January 6-9). Does gamification work? – A literature review of empirical studies on gamification. [Paper presentation]. 47th Hawaii International Conference on System Sciences, Waikoloa, USA. https://doi.org/10.1109/hicss.2014.377

    Julita, R. (2024). The impact of gamification on EFL students’ reading comprehension. Journal of English as a Foreign Language Education (JEFLE), 4(2), 136-149. https://doi.org/10.26418/jefle.v4i2.74901

    Kim, S., Raza, M., & Seidman, E. (2019). Improving 21st-century teaching skills: The key to effective 21st-century learners. Research in Comparative and International Education, 14(1), 99–117. https://doi.org/10.1177/1745499919829214

    Lailiyah, M., & Cahyono, B. Y. (2017). Indonesian EFL teachers’ self-efficacy towards technology integration (SETI) and their use of technology in EFL teaching. Studies in English Language Teaching, 5(2), 344-357. https://doi.org/10.22158/selt.v5n2p344

    Mårell-Olsson, E. (2022). Teachers’ perception of gamification as a teaching design. Interaction Design and Architecture (s), 53, 70-100. https://doi.org/10.55612/s-5002-053-004

    Phuong, H. (2020). Gamified learning: Are Vietnamese EFL learners ready yet? International Journal of Emerging Technologies in Learning, 15(24), 242–251. https://doi.org/10.3991/ijet.v15i24.16667

    Pratolo, B. W., & Solikhati, H. A. (2020). Investigating teachers’ attitude toward digital literacy in EFL classroom. Journal of Education and Learning (EduLearn), 15(1), 97–103. https://doi.org/10.11591/edulearn.v15i1.15747

    Warschauer, M. (2004). Technology and social inclusion. MIT Press.

    Zhang, S., & Hasim, Z. (2023). Gamification in EFL/ESL instruction: A systematic review of empirical research. Frontiers in psychology, 13, Article 1030790. https://doi.org/10.3389/fpsyg.2022.1030790

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