EFFECTIVENESS OF A GAMIFICATION APPLICATION IN LEARNING MANDARIN AS A SECOND LANGUAGE

Purpose - Gamification is an effective method to boost students’ academic achievement and engagement in second language learning. This study aimed to test the effectiveness of the gamification application, Class Dojo, among Year 4 pupils who are learning Mandarin as a Second Language (MSL). It also...

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Bibliographic Details
Main Authors: Mun Pei Ng, Norlidah Alias, Dorothy DeWitt
Format: Article
Language:English
Published: UUM Press 2022-06-01
Series:Malaysian Journal of Learning and Instruction
Online Access:https://www.scienceopen.com/document?vid=39aa11f6-eda3-42b4-a40d-3911783fc8bc