NHẬN THỨC CỦA HỌC SINH VỀ HIỆU QUẢ CỦA TRÒ CHƠI DỰA TRÊN NỀN TẢNG CÔNG NGHỆ TRONG QUÁ TRÌNH HỌC TIẾNG ANH
Thông tin bài báo
Ngày nhận bài: 29/10/22                Ngày hoàn thiện: 06/12/22                Ngày đăng: 06/12/22Tóm tắt
Từ khóa
Toàn văn:
PDF (English)Tài liệu tham khảo
[1] C. Lai and M. Gu, “Self-regulated out-of-class language learning with technology,” Computer assisted language learning, vol. 24, no. 4, pp. 317-335, 2011.
[2] T. Q. Tran and H. Duong, “Tertiary non-English majors’ attitudes towards autonomous technology-based language learning,” Advances in Social Science, Education and Humanities Research, vol. 533, pp. 141-148, 2021, doi: 10.2991/assehr.k.210226.018.
[3] T. Q. Tran and T. T. H. Duong, “Insights into young learners’ attitudes towards gamified learning activities in English language learning,” TNU Journal of Science and Technology, vol. 227, no. 13, pp. 25-31, 2022, doi: 10.34238/tnu-jst.6229.
[4] Politburo, Directive No. 58-CT/TW dated October 17, 2000, on accelerating the application of Information Technology for the country’s industrialization and modernization, Ha Noi, 2000.
[5] N. Cavus and I. Dogan, "A Mobile Tool for Learning English Words," Paper presented at the 5th International Conference on Electrical and Computer Systems (EECS’08), 2008.
[6] T. Y. Liu and Y. L. Chu. "Using ubiquitous games in an English listening and speaking course: Impact on learning outcomes and motivation," Computers & Education, vol. 55, no. 2, pp. 630-643, 2010.
[7] E. Boyle, T. M. Connolly, and T. Hainey, “The role of psychology in understanding the impact of computer games,” Entertainment computing, vol. 2, no. 2, pp. 69-74, 2011.
[8] B. Klimova and J. Kacet, “Efficacy of computer games on language learning,” Turkish Online Journal of Educational Technology-TOJET, vol. 16, no. 4, pp. 19-26, 2017.
[9] H. H. J. Chen and C. Yang, “Investigating the effects of an adventure videogame on foreign language learning,” In M. Chang et al (ed.), Edutainment Technologies. Educational Games and Virtual Reality/Augmented Reality Applications, Taiwan: Taipei, pp. 168-175, 2011.
[10] H. Ashraf, F. G. Motlagh, and M. Salami, “The impact of online games on learning English vocabulary by Iranian (low-intermediate) EFL learners,” Procedia-Social and Behavioral Sciences, vol. 98, pp. 286-291, 2014.
[11] H. Phuong, “Gamified Learning: Are Vietnamese EFL Learners Ready Yet?” International Journal of Emerging Technologies in Learning (iJET), vol. 15, no. 24, pp. 242-251, 2020.
[12] J. W. Creswell, Research Design: Qualitative, Quantitative and Mixed Methods Approaches (4th ed.). CA: Sage, 2014.
[13] J. W. Creswell and J. D. Creswell, Research design: qualitative, quantitative, and mixed methods approaches (5th edition). Thousand Oaks, California: SAGE Publications, Inc, 2018.
[14] A. Kan, “Statistical procedures on measurement results,” In the H. Atilgan, Assessment and evaluation in education, Ankara, Turkey: Anı Publications, pp. 397-456, 2009.
DOI: https://doi.org/10.34238/tnu-jst.6814
Các bài báo tham chiếu
- Hiện tại không có bài báo tham chiếu





