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Gamification as a Helping Hand for Students’ Learning Adaptation due to Covid-19 Pandemic

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참고문헌 (15)

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  2. Bozkurt, A., "A global outlook to the interruption of education due to COVID-19 pandemic: Navigating in a time of uncertainty and crisis", Asian Journal of Distance Education, 15(1), pp.1~126 (2020)[DOI]
  3. Brown, H. D, "Principles of language learning and teaching" (1994), Prentice Hall Regence
  4. Cladis, A. E., "A shifting paradigm: An evaluation of the pervasive effects of digital technologies on language expression, creativity, critical thinking, political discourse, and interactive processes of human communications", E-Learning and Digital Media, 17(5), pp.341~364 (2018)[DOI]
  5. Dubreil, S, "Using games for language learning in the age of social distancing", Foreign language annals, 53(2), pp.250~259 (2020)[DOI]
  6. Frolova, E. V., "Online student education in a pandemic: New challenges and risks", European Journal of Contemporary Education, 10(1), pp.43~52 (2021)
  7. Gomez-Garcia, G., "Effect of the flipped classroom and gamification methods in the development of a didactic unit on healthy habits and diet in primary education", Nutrients, 12(8), pp.1~15 (2020)[DOI]
  8. Hashim, H., "Improving ESL learners’ grammar with gamified learning", Arab World English Journal, 5, pp.41~50 (2019)[DOI]
  9. Kraus, H., "Gamification in large EFL classes: a preliminary investigation", Electronic Journal of Foreign Language Teaching, 17(2), pp.381~391 (2020)
  10. Moawad, R. A., "Online Learning during the COVID-19 Pandemic and academic stress in university students", Revista Romaneasca Pentru Educatie Multidimensionala, 12(1), pp.100~107 (2020)[DOI]
  11. Park, S., "Is sustainable online learning possible with gamification? – The effect of gam-ified online learning on student learning", Sustainability, 13(18), pp.4267~ (2021)[DOI]
  12. Safapour, E., "Review of nontraditional teaching methods: Flipped classroom, gamification, case study, self-learning, and social media", Education Sciences, 9(4), pp.273~ (2019)[DOI]
  13. Vinichenko, M. V., "The feasibility and expediency of gamification activities in higher education", International Journal of Education and Practice, 7(4), pp.459~468 (2019)[DOI]
  14. Whitton, N., "Fun and games in higher education: an analysis of UK student perspec-tives", Teaching in Higher Education, 24(8), pp.1000~1013 (2018)[DOI]
  15. Zamora-Polo, F., "Nonscientific University students training in general science using an active-learning merged pedagogy: Gamifi-cation in a flipped classroom", Education Sciences, 9(4), pp.297~314 (2019)[DOI]

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