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Learner Engagement in Using Kahoot! within a University English Proficiency Course

Background/purpose – Game-based learning is becoming increasingly popular among educators in higher institutions. However, it can be a daunting task for educators to ascertain which of the currently available game-based learning platforms best suits their learners’ needs. This study explored the sui...

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Autore principale: Mohd Zulfadli Mat Husin, Ruhil Amal Azmuddin
Natura: Artigo
Lingua:Inglês
Pubblicazione: ÜNİVERSİTEPARK Limited 2022-06-01
Serie:Educational Process: International Journal
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Accesso online:https://www.edupij.com/files/1/articles/article_260/EDUPIJ_260_article_62ba3f9a08327.pdf
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