DIGITAL GAME-BASED LEARNING IN ENHANCHING EFL STUDENTS’ SPEAKING SKILL : A SYSTEMATIC LITERATURE REVIEW
系统综述数字游戏化学习对EFL学生口语能力的作用,梳理相关实证研究的设计与结果。
这篇论文暂时没有中文摘要,下面保留英文原题与摘要。
研究信息
- 期刊 / 来源
- JEELL (Journal of English Education Linguistics and Literature) English Departement of STKIP PGRI Jombang
- 发表日期
- 2026-10-31
- 文献库
- OpenAlex
- 作者
- Algista Nur Robbi Febriano, Adinda Putri Nahdiatul Illah
- DOI
- 10.32682/jeell.v13i3.177
英文原文摘要全文
Speaking is an essential skill in English as a Foreign Language (EFL) learning. However, many EFL students experience difficulties in developing speaking proficiency due to limited opportunities for oral practice, speaking anxiety, low confidence, and insufficient interaction. Although previous studies have examined Digital Game-Based Learning (DGBL) in English language education, their findings are distributed across different platforms, learning contexts, and outcomes. Therefore, a systematic review is needed to provide a broader understanding of how DGBL contributes to EFL speaking developm
中文摘要由自动翻译整理,可能丢掉原文的限定条件;涉及具体数字与结论时以英文原文为准。
这条研究涉及的词条
习得性无助
反复经历无法控制的负面刺激后,个体会停止尝试——即使后来有了改变处境的机会。
杏仁核与恐惧学习
杏仁核是威胁探测与恐惧条件化的关键节点,它快而粗,可以在意识之前启动反应。
心流
技能与挑战恰好匹配时出现的高度投入状态:注意力收窄、时间感改变、自我意识消退。
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