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Using Gamification in the English Classroom: Impact on Motivation and Learning Outcomes

This study aims to explore the use of gamification in English classes and analyze its impact on student's motivation and learning outcomes. The research method used in this article is qualitative with a library research approach by analyzing data sources from various literatures. Data collection th...

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Bibliografski detalji
Glavni autor: Adrefiza Adrefiza
Format: Artigo
Jezik:Inglês
Izdano: Lembaga Penerbitan dan Publikasi Ilmiah Program Pascasarjana IAI Sunan Giri Ponorogo 2022-12-01
Serija:Qalamuna
Teme:
Online pristup:https://ejournal.insuriponorogo.ac.id/index.php/qalamuna/article/view/3516
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