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The Effects of Gamification for Vocabulary Learning as Edu-tech in EFL College Classrooms: The Case of QuizN

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영문명
The Effects of Gamification for Vocabulary Learning as Edu-tech in EFL College Classrooms: The Case of QuizN
발행기관
팬코리아영어교육학회
저자명
이유화(Yuhwa Lee) 서영주(Youngjoo Seo)
간행물 정보
『영어교육연구』제36권 1호, 37~58쪽, 전체 22쪽
주제분류
사회과학 > 교육학
파일형태
PDF
발행일자
2024.03.30
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국문 초록

영문 초록

This study aims to review and analyze research articles on AI in academic journals on English language teaching published in South Korea in the past 5 years. A total of 35 articles were analyzed according to research periods, subjects, methods, and themes. The study revealed that the number of AI studies tended to continuously increase during the period from 2018 to 2022. The favored research participants were college students, followed by elementary and high school students. Recently more studies were conducted with mixed-level students, teachers, and experts. Mixed methods have been the dominant research method in recent years. In terms of research themes, types of AI appeared most often, while there emerged a variety of themes such as teaching and learning methods and development of instructional models as well as the concept of AI, learners’, pre-service teachers, and teachers’ perceptions of AI. Based on the findings, pedagogical implications and future directions for research regarding AI were suggested.

목차

Ⅰ. INTRODUCTION
Ⅱ. LITERATURE REVIEW
Ⅲ. METHOD
Ⅳ. RESULTS
Ⅴ. CONCLUSIONS AND IMPLICATIONS
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APA

이유화(Yuhwa Lee),서영주(Youngjoo Seo). (2024).The Effects of Gamification for Vocabulary Learning as Edu-tech in EFL College Classrooms: The Case of QuizN. 영어교육연구, 36 (1), 37-58

MLA

이유화(Yuhwa Lee),서영주(Youngjoo Seo). "The Effects of Gamification for Vocabulary Learning as Edu-tech in EFL College Classrooms: The Case of QuizN." 영어교육연구, 36.1(2024): 37-58

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