Different efficiencies in foreign language learning for gamification and ludicization regarding learning outcome, readiness, engagement, and academic buoyancy - Zhang, Qi (Education and information technologies, 2025)
Keywords: Computer Appl. in Social and Behavioral Sciences; Computer Science; Computers and Education; Education; Educational objectives; Educational Technology; Foreign language learning; Gamification; Information Systems Applications (incl.Internet); Language; Learning outcomes; Outcomes of Education; Problem solving; Second language learning; User Interfaces and Human Computer Interaction; Foreign language learning; Digital educational technology; Ludicization; Gamification; Differences