Computer Assisted Language Learning | 2019

Using gamification to support learning English as a second language: a systematic review

 
 
 
 
 

Abstract


Digital gamification has been argued to be a fun and enjoyable method to support Learning English as a Second Language (LESL) and to ease the gap between students’ learning and educational practice...

Volume None
Pages 1-24
DOI 10.1080/09588221.2019.1648298
Language English
Journal Computer Assisted Language Learning

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