Gamified English Learning and Proficiency in Computer Science Education: Mediating Roles of Technology Acceptance and Engagement
Education Sciences · 2026
Abstract e pubblicazione originale
L’abstract è consultabile nella fonte originale. Non viene ripubblicato qui perché non risulta verificata una licenza compatibile.
Leggi nella fonte originale ↗Parole chiave
gamificationEnglish proficiencycomputer science studentstechnology acceptancestudent engagementlearning environmentmediating effectself-determination theorytechnology acceptance modelconstructivist learning theoryEnglish for specific purposesEducational Games and GamificationEFL/ESL Teaching and LearningEnglish Language Learning and Teaching
Come citare questo studio
Shahab Ahmad Al Maaytah, Elham Alzain, Khadijah Saleh Almousa, Sarah Alkhaibary, Maryam Ali Alquraini, Arwa Alawerdy. (2026). Gamified English Learning and Proficiency in Computer Science Education: Mediating Roles of Technology Acceptance and Engagement. Education Sciences. DOI: 10.3390/educsci16111790
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