Professional Documents
Culture Documents
Lin, M. H., Chen, H. C., & Liu, K. S. (2017). A Study of the Effects of Digital Learning on
Learning Motivation and Learning Outcome. Eurasia Journal of Mathematics, Science and
Technology Education, 13(7), 3553-3564 https://doi.org/10.12973/eurasia. 2017.00744a
Yien, J. M., Hung, C. M., Hwang, G. J., & Lin, Y. C. (2011). A game-based learning
approach to improving students’ learning achievements in a nutrition course. Turkish Online
Journal of Educational Technology, 10(2), 1-10.
http://ejournals.ukm.my/gmjss/article/view/22518/7413
National Plan for Educational Use of Information and Communications Technology, 2010
http://www.ukm.my/jatma/wp-content/uploads/makalah/IMAN-2017-0503-03.pdf
https://www.researchgate.net/publication/330691407_The_The_Effect_of_the_Kahoot_Quiz_on_t
he_Student's_Results_in_the_Exam
http://journalarticle.ukm.my/11357/1/152-296-1-SM.pdf
https://www.researchgate.net/publication/322291866_DEVELOPING_VOCABULARY_IN_GAME_ACTI
VITIES_AND_GAME_MATERIALS
Vedyanto. (2016). Correlation between picture use in test format and students' vocabulary
achievement. Australian in Language and Literary studies,54
https://pdfs.semanticscholar.org/774c/2cae6b8aefbe2fdcf88c151d0441bebba857.pdf
http://dspace.uib.es/xmlui/bitstream/handle/11201/147071/tfm_2016-
17_MFPR_lap572_1047.pdf?sequence=1&isAllowed=y
https://www.academia.edu/12990354/THE_EFFECTS_OF_GAMES_ON_LEARNING_ENGLISH_VOCAB
ULARY_AMONG_YOUNG_LEARNERS
https://www.academia.edu/12990354/THE_EFFECTS_OF_GAMES_ON_LEARNING_ENGLISH_VOCAB
ULARY_AMONG_YOUNG_LEARNERS
https://files.eric.ed.gov/fulltext/EJ1177146.pdf
https://commons.emich.edu/loexquarterly/vol42/iss3/4/
Barnes 2017
Wang, AI, & Lieberoth, A (2016). The effect of points and audio on concentration, engagement,
enjoyment, learning, motivation, and classroom dynamics using Kahoot!. In Proceedings from the
10th European Conference on Games Based Learning, (p. 738). Reading, UK: Academic Conferences
International Limited.
Barrio, CM, Muñoz-Organero, M, Soriano, JS. (2016). Can gamification improve the benefits of
student response systems in learning? An experimental study. IEEE Transactions on Emerging Topics
in Computing, 4(3), 429–438.
Kolb, D, & Fry, R (1975). Towards an applied theory of experiential learning. In CL Cooper (Ed.),
Theories of group processes, (pp. 103–136). London: Wiley.
Gunuc, S.; Kuzu, A. Student engagement scale: Development, reliability and validity. Assess. Eval.
High. Educ. 2015, 40, 587–610. [CrossRef]
Burch, G.F.; Heller, N.A.; Burch, J.J.; Freed, R.; Steed, S.A. Student engagement: Developing a
conceptual framework and survey instrument. J. Educ. Bus. 2015, 9, 224–229. [CrossRef]