Gamification in English teaching and learning
From BASAbaliWiki
Revision as of 11:01, 7 April 2023 by Aryalawamanuaba (talk | contribs) (Created page with "{{PageSponsor}} {{Book |Name of Book=Gamification in English teaching and learning |Original text of book=English |Photograph=20230407T105627894Z485943.png |Publisher=Nilacakr...")
- Title
- Gamification in English teaching and learning
- Original language
- English
- Author(s)
- Illustrator(s)
- Publisher
- Nilacakra
- ISBN
- 9786236748442
- Publication date
- 2020-11-01
- Subjects
- Teknologi
- komputer
- Pendidikan
- games
- Find Book
- https://penerbitnilacakra.com/product/gamification-in-english-teaching-and-learning/
- Related Env. Initiatives
- Related Places
- Related Biographies
- Related Children's Books
- Related Holidays
- Related Folktales
- Related Comics
- Related Lontar
- Linked words
Description(s)
In the current realm of education, gamification has received significant attention for its power to shift the way we teach and learn. Gamification allows teachers and learners to experience a series of challenges that engage their minds, bodies, and spirits. Although gamification is not a new concept, it has not been widely exposed to the higher level of education in the Indonesian EFL context. This book represents a further step to provide new learning practices for the sense of what learning is about.
Enable comment auto-refresher