The effects of a mobile gamification app on elementary students' Spanish achievement and self-efficacy

A quasi-experimental, pretest-posttest, non-equivalent control group design was used to examine the effect of a mobile gamification application on third and fourth grade students' Spanish language achievement and student academic self-efficacy. In this study, the treatment group's Spanish...

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Bibliographic Details
Published in:Computer assisted language learning Vol. 31; no. 1-2; pp. 72 - 89
Main Authors: Rachels, Jason R., Rockinson-Szapkiw, Amanda J.
Format: Journal Article
Language:English
Published: Oxford Routledge 02.01.2018
Taylor & Francis
Taylor & Francis Ltd
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ISSN:0958-8221, 1744-3210
Online Access:Get full text
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