ENGAGING STUDENTS IN ONLINE READING GAMES: A STUDENT-CENTERED LEARNING PERSPECTIVE
Abstract
Full Text:
PDFReferences
Bakhsh, S. A. (2016). Using Games as a Tool in Teaching Vocabulary to Young Learners. English Language Teaching, 9 (7), 120-128. DOI: 10.5539/elt.v9n7p120
Brown, H. D. & Lee, H. (2015). Teaching by Principles: An Interactive Approach to Language Pedagogy (4th Edition). New York: Pearson Education.
Cam, L. & Tran, T. M. T. (2017). An Evaluation of Using Games in Teaching English Grammar for First Year English-Majored Students at Dong Nai Technology University. International Journal of Learning, Teaching and Educational Research, 16 (7), 55-71.
Corti, Kevin. (2006). Games-Based Learning; A Serious Business Application. PIXELearning Limited.
Evandio, A. (2020). “Penggunaan Aplikasi Video Conference di Indonesia, Zoom Pemenangnya?”. www.bisnis.com/teknologi (October 12, 2020).
Jeon, S. A. S. (2014). The Impact of Playing Commercial Online Games on Young Korean EFL Learners’ L2 Identity. In: Rich S. (eds) International Perspectives on Teaching English to Young Learners: International Perspectives on English Language Teaching. London: Palgrave Macmillan. DOI: 10.1057/9781137023230_5
Kassop, M. (2003). Ten Ways Online Education Matches, or Surpasses, Face-to-Face Learning. The Technology Source Archives. from http://backbonecommuni- cations.com/news/ten-ways-online-education-matches-or-surpasses-face-to-face-learning/ (October 21, 2020).
Kasvi, J. (2000). Not Just Fun and Games—Internet Games as a Training Medium. In P. Kymäläinen & L. C. Seppänen (Eds.), Cosiga—Learning with Computerised Simulation Games. Helsinki, Skidoo.
Kirszner, Laurie G., & Mandell, Stephen R. (2009). Writing First with Reading: Practice in Contexts. New York: Bedford/St. Martin's.
Kearney, P., & Pivec, M. (2007). Games for Learning and Learning from Games. Informatica, 31, 419-423.
Lawrence, A. J. & Lawrence, A. S. A. (2013). Attitude of Student Teachers towards Using Grammar Games for Teaching English. International Journal on New Trends in Education and Their Implications, 4 (1), 65-72.
Lea, S. J., Stephenson, D., & Troy, J. (2003). Higher Education Students’ Attitudes to Student Centered Learning: Beyond ‘Educational Bulimia’. Studies in Higher Education, 28 (3), 321-334.
Liu, P. L. (2016). Mobile English Vocabulary Learning Based on Concept-Mapping Strategy. Language Learning & Technology, 20 (1), 128-140.
Norman, D. (1993). Things that Make Us Smarter: Defending Human Attributes in the Age of the Machine. New York: Addison -Wesley.
Orey, Michael. (2010). Emerging Perspectives on Learning, Teaching, and Technology. Zurich: The Jacobs Foundation.
O’Neill, G. & McMahon, T. (2005). Student-Centred Learning: What does It Mean for Students and Lecturers? In: O’Neill, G., Moore, S., & McMullin, B. (Eds) Emerging Issues in the Practice of University Learning and Teaching. Dublin: AISHE.
Palmer, C. & Bolderston, A. (2006). A Brief Introduction to Qualitative Research. The Canadian Journal of Medical Radiation Technology / CAMRT, 37 (1), 16-19.
Patil, V. (2014). Technologies Used In E-learning. Scholarly Research Journal for Humanity Science & English Language, 1 (2), 280 - 285.
Sanchez, M.M.M., Morfin, A.P., & Campos, V.E.P. (2007). Interactive Games in the Teaching-Learning Process of A Foreign Language. Teoria Y Praxis, 4, 47 - 66.
Schrum, L., & Hong, S. (2002). Dimensions and strategies for online success: Voices from experienced educators. Journal of Asynchronous Learning Networks, 6(1), 57-67.
TEAL Center. (2010). Student-Centered Learning. American Institute for Research, 6, 1-3.
Tuan, L. T. & Doan, N. T. M. (2010). Teaching English Grammar through Games. Studies in Literature and Language, 1 (7), 61-75.
Vasileiadou, I., & Marina, Z. (2017). Using Online Games Computer in the ELT Classroom: A Case Study. Canadian Center of Science and Education, English Language Teaching, 10 (12), 134-150.
Wang, Y. (2010). Using Communicative Language Games in Teaching and Learning English in Taiwanese Primary Schools. Journal of Engineering Technology and Education, 7 (1), 126-142.
Wigfield, A., & Guthrie, J. T. (1997). Relations of Children's Motivation for Reading to the Amount and Breadth of Their Reading. Journal of Educational Psychology, 89 (3), 420-432.
Yip, F. W. M. & Kwan, A. C. M. (2006). Online Vocabulary Games as a Tool for Teaching and Learning English Vocabulary. Educational Media International, 43 (3), 233–249. DOI: 10.1080/09523980600641445
Yolageldili, G. & Arikan, A. (2011). Effectiveness of Using Games in Teaching Grammar to Young Learners. Elementary Education Online, 10 (1), 219-229.
Zirawaga, V. S., Olusanya, A.I, & Maduku, T. (2017). Gaming in Education: Using Games as A Support Tool to Teach History. Journal of Education and Practice, 8 (15), 55-64.
DOI: https://doi.org/10.18860/jeasp.v4i1.12619
Refbacks
- There are currently no refbacks.
This work is licensed under a Creative Commons Attribution-ShareAlike 4.0 International License.
Editorial Office:
Pusat Pengembangan Bahasa
Program Khusus Pengembangan Bahasa Inggris (PKPBI)
Universitas Islam Negeri Maulana Malik Ibrahim Malang
Gedung C lantai 1
Jl. Gajayana No 50 Kota Malang, Jawa Timur, Indonesia
Kode Pos 65144, Telp/Fax : (0341) 570872
Email: jeasp@uin-malang.ac.id
JEASP : Journal of English for Academic and Specific Purposes is licensed under a Creative Commons Attribution-ShareAlike 4.0 International