Comparative Analysis of Gamification and Storytelling Strategies in EFL Vocabulary Acquisition
Öz
Anahtar Kelimeler
Kaynakça
- Adams, E. J., Nguyen, A. T., & Cowan, N. (2018). Theories of working memory: Differences in definition, degree of modularity, role of attention, and purpose. Language, speech, and hearing services in schools, 49(3), 340–355.
- Aesop., & Winter, M. (1919). The Aesop for children. Rand, McNally & Co.
- Barreras Gómez, M. A. (2010). How to use tales for the teaching of vocabulary and grammar in a primary education English class. RESLA, 23, pp. 31-52.
- Bruder, P. (2014). Game on: Gamification in the classroom. NJEA Review, 87, 56-60.
- Butler, Y. G. (2015). The use of computer games as foreign language learning tasks for digital natives. System, 54, 91–102.
- Calvo-Ferrer, J. R. (2017). Educational games as stand-alone learning tools and their motivational effect on L2 vocabulary acquisition and perceived learning gains. British Journal of Educational Technology, 48(2), 264–278.
- Cameron, L. (2001). Teaching language to young learners. Cambridge. Cambridge University Press.
- Costabile, M. F., De Angeli, A., Roselli, T., Lanzilotti, R., & Plantamura, P. (2003). Evaluating the educational impact of a tutoring hypermedia for children. Information Technology in Childhood Education Annual, 1, 289–308.
Ayrıntılar
Birincil Dil
İngilizce
Konular
Dil Edinimi
Bölüm
Araştırma Makalesi
Yazarlar
Semin Kazazoğlu
*
0000-0002-0207-720X
Türkiye
Yayımlanma Tarihi
28 Eylül 2023
Gönderilme Tarihi
8 Eylül 2023
Kabul Tarihi
26 Eylül 2023
Yayımlandığı Sayı
Yıl 2023 Cilt: 6 Sayı: Education Special Issue