From game design elements to gamefulness: defining “gamification”. ĭeterding, S., Dixon, D., Khaled, R., Nacke, L. The internal structure of language learning motivation and its relationship with language choice and learning effort. Journal of Marketing Education, 23(3), 169–177. Student Perceptions of Educational Technology Tools. A Mobile Device and Online System with Contextual Familiarity and its Effec: EBSCOhost. In Language Learning and Technology.Ĭheng. Arab World English Journal (AWEJ) Volume.7 Number.2 June, 2016 AvailableatSSRN: 2814822īlake, R. Jakarta: Raja Grafika Persadaīahjet Essa Ahmed, Heba, Duolingo as a Bilingual Learning App: A Case Study (July 26, 2016). The reason why choosing games as a factor in improving English learning in this study is because games have become one of the results of the development of popular technology in the community.Īrsyad, A. Data was collected by direct observation and in-depth interviews with subjects who had two learning language experiences such as books and learning applications. The researchers were selected five students of second-grade SMK Ngunut 1 Tulungagung who play of Duolingo application to get their second language motivation. In conducting this research, researchers used case studies to analyze data. In this study, researchers refer to the idea that they are the same. ![]() ![]() On the other hand, other researchers consider the term to be the same. Some researchers distinguish between obtaining and learning. The term acquisition itself is interpreted differently by language researchers. The Duolingo application is free language acquisition and education for the world. This study aims to identify students' motivation in learning English through the Duolingo application, its effects, and what makes it different from conventional learning.
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