Open Access
Issue
SHS Web of Conf.
Volume 187, 2024
2023 2nd International Conference on Educational Science and Social Culture (ESSC 2023)
Article Number 01030
Number of page(s) 4
Section Teaching Method and Classroom Teaching Practice
DOI https://doi.org/10.1051/shsconf/202418701030
Published online 20 March 2024
  1. Makhkamova, G.T., ALIMOV, S. and Ziyayev, A.I., (2017). Innovative pedagogical technologies in the English language teaching. T: Fan va texnologiya, 6. [Google Scholar]
  2. Zmuda, A., Curtis, G. and Ullman, D., (2015). Learning personalized: The evolution of the contemporary classroom. John Wiley & Sons. [Google Scholar]
  3. Elias, G. S., Garfield, R., & Gutschera, K. R. (2012). Characteristics of games. MIT Press. [Google Scholar]
  4. Huizinga, J. (2014). Homo ludensils 86. Routledge. [Google Scholar]
  5. Spodek, B., & Saracho, O. N. (1994). Right from the start: Teaching children ages three to eight. Allyn & Bacon. [Google Scholar]
  6. Krapp, A. (1999). Interest, motivation and learning: An educational-psychological perspective. European journal of psychology of education, 14, 23-40. [CrossRef] [Google Scholar]
  7. Parlic, D., Sofronijevic, A., & Cudanov, M. (2015). Gamification and Librarianship. Enhancing Teaching and Learning in the 21st-Century Academic Library, 135. [Google Scholar]
  8. Zagal, J. P. (2010). Ludoliteracy: Defining, understanding, and supporting games education. Lulu. com. [Google Scholar]
  9. Habgood, M. J., & Ainsworth, S. E. (2011). Motivating children to learn effectively: Exploring the value of intrinsic integration in educational games. The Journal of the Learning Sciences, 20(2), 169-206. [Google Scholar]
  10. Rahman, M. H. A., Ismail, D., Noor, A. Z. B. M., & Salleh, N. S. B. M. (2018). Gamification elements and their impacts on teaching and learning–A review. The International Journal of Multimedia & Its Applications (IJMA) Vol, 10. [Google Scholar]
  11. Wei, M. (2011). Investigating the oral proficiency of English learners in China: A comparative study of the use of pragmatic markers. Journal of Pragmatics, 43(14), 3455-3472. [Google Scholar]
  12. Littlemore, J., & Low, G. (2006). Metaphoric competence, second language learning, and communicative language ability. Applied linguistics, 27(2), 268-294. [Google Scholar]
  13. Yang, C., Crain, S., Berwick, R. C., Chomsky, N., & Bolhuis, J. J. (2017). The growth of language: Universal Grammar, experience, and principles of computation. Neuroscience & Biobehavioral Reviews, 81, 103-119. [Google Scholar]
  14. García, O., & Kleifgen, J. A. (2010). Educating emergent bilinguals: Policies, programs, and practices for English language learners. Teachers College Press. [Google Scholar]
  15. Syafiqah Yaccob, N., & Md Yunus, M. (2019). Language games in teaching and learning English grammar: A literature review. Arab World English Journal (AWEJ) Volume, 10. [Google Scholar]
  16. Wang, Y. H. (2010). Using communicative language games in teaching and learning English in Taiwanese primary schools. Journal of Engineering Technology and Education, 7(1), 126-142. [Google Scholar]
  17. Chou, M. H. (2014). Assessing English vocabulary and enhancing young English as a Foreign Language (EFL) learners’ motivation through games, songs, and stories. Education 3-13, 42(3), 284-297. [CrossRef] [Google Scholar]

Current usage metrics show cumulative count of Article Views (full-text article views including HTML views, PDF and ePub downloads, according to the available data) and Abstracts Views on Vision4Press platform.

Data correspond to usage on the plateform after 2015. The current usage metrics is available 48-96 hours after online publication and is updated daily on week days.

Initial download of the metrics may take a while.