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...
Main Authors: | , , |
---|---|
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 |