Academic literature on the topic 'Quizlet Live'

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Journal articles on the topic "Quizlet Live"

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Azman Zakaria, Ikhsanudin Ikhsanudin, Eka Fajar Rahmani, Luwandi Suhartono, and Sumarni Sumarni. "THE EFFECT OF QUIZLET LIVE MODE ON STUDENTS’ VOCABULARY MASTERY IN PROCEDURE TEXT." Celtic : A Journal of Culture, English Language Teaching, Literature and Linguistics 9, no. 2 (2022): 274–89. http://dx.doi.org/10.22219/celtic.v9i2.22657.

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This study aimed to investigate whether using Quizlet Live mode in Quizlet Application for ninth-grade students of SMPN 4 SAMBAS affected the students’ vocabulary mastery in procedure text. This study followed pre-experimental study using a pre-test and post-test with a single group design. The sample was IX C class students, consisting of 28 students that were taken through random cluster sampling. The analysis was carried out using both the pre- and post-test data, which were then analyzed using the t-test and effect size formulas. The finding showed that the t-test result was 16,36 and the
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Permatasari, Hani Arum, Aulin Nurulia, Cantika Putri, Dedeh Rohayati, and Lilis Tugiawati. "Enhancing EFL Learners’ Vocabulary Mastery through Quizlet: A Classroom Action Research Study." AJARCDE (Asian Journal of Applied Research for Community Development and Empowerment) 9, no. 2 (2025): 47–52. https://doi.org/10.29165/ajarcde.v9i2.649.

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Vocabulary is crucial to language mastery, as it supports developing listening, speaking, reading, and writing skills. However, many students struggle to expand their vocabulary due to limited exposure to authentic language input and ineffective learning strategies. This study is focused on using the digital application Quizlet to enhance students' English vocabulary acquisition through Classroom Action Research (CAR). Quizlet, which incorporates learning strategies such as spaced repetition and retrieval practice, effectively supports vocabulary acquisition and increases learning motivation.
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Gatanagayan, Thibbah, and Fadzilah Bte Amzah. "Modul Kadimel: Reka Bentuk Pembangunan Modul Pembelajaran Kosa Kata Yang Lebif Afdal." Malaysian Journal of Social Sciences and Humanities (MJSSH) 6, no. 12 (2021): 109–24. http://dx.doi.org/10.47405/mjssh.v6i12.1184.

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Kajian awal membuktikan majoriti pelajar khususnya pelajar kolej vokasional tidak dapat membina ayat yang gramatis berdasarkan kosa kata yang sesuai selain menghadapi isu motivasi yang rendah dan bahan pembelajaran yang terhad bagi subjek Bahasa Melayu. Hal ini secara langsung akan mengganggu proses pembelajaran pelajar untuk menguasai kosa kata Bahasa Melayu dengan baik. Sehubungan itu, kajian ini bertujuan untuk membina sebuah modul yang berkesan dan interaktif bagi mengatasi masalah ketidakupayaan pelajar untuk mahir dalam kosa kata Bahasa Melayu dengan menerapkan elemen-elemen pembelajaran
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Rudolf, Elena. "WITH GAMIFICATION TO COLLABORATIVE LEARNING IN CHEMISTRY LESSONS." GAMTAMOKSLINIS UGDYMAS / NATURAL SCIENCE EDUCATION 19, no. 2 (2022): 82–96. http://dx.doi.org/10.48127/gu-nse/22.19.82.

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Gamification with the use of ICT and with the support of the teacher represents an intense, effective, and creative way of learning. By using it in lessons, it is possible to develop collaborative learning, activate student's prior knowledge and contribute to a better understanding and permanence of knowledge. Cooperative learning gives students the opportunity to explore the learning content more deeply during class and evolve critical thinking, while at the same time having a positive effect on the class climate and the building of close mutual relationships. With both didactic approaches it
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Abdulrahman, Almosa. "Insights Into How Digital Tools and Platforms Facilitate Foreign Language Learning and Reflections on Ethical Issues." Journal of Language Teaching and Research 16, no. 2 (2025): 415–24. https://doi.org/10.17507/jltr.1602.07.

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This article investigates the latest language teaching and learning digital platforms, particularly concerning the impact of emerging instructional technologies and digitalized communication on foreign language learning. Computer systems, tablets, and smartphones are all considered as they relate to the effects of rapidly developing technological innovations. The study also shows interest in the ethical concerns of using digital tools and platforms. The data was gathered employing a questionnaire that modelled the effect of instructors on students' independent and self-guided use of technology
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Nikulina, Ekaterina G., Ekaterina K. Starkova, Vera G. Ryabchikova, and Nataliy A. Sergeeva. "The formation of foreign language competence of future teachers when working with flash cards." RUDN Journal of Informatization in Education 20, no. 4 (2023): 410–22. http://dx.doi.org/10.22363/2312-8631-2023-20-4-410-422.

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Problem statement . The modernization of higher education is a good ground for the use of electronic resources in ensuring accessibility, continuity and quality of teaching foreign languages. The use of interactive tools (simulators, flash cards, virtual whiteboards) meets the requirements to educational training programs for students of pedagogical directions and the challenges of modern society. A flash card is a card with a word, a concept, an image on one side and a translation on the other. The study aimed at substantiating the effectiveness of the use of flash cards for the formation of
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Rubleva, Olga S., Galina V. Porchesku, Larisa E. Babushkina, and Natalia I. Eremkina. "Formation of the foreign language competence of future physical education teachers when working with digital didactic flash cards." Perspectives of Science and Education 67, no. 1 (2024): 171–87. http://dx.doi.org/10.32744/pse.2024.1.9.

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The problem and the aim of the study. Modernization of higher education opens up new prospects for the use of electronic resources in ensuring the quality of foreign language education. The use of interactive tools (simulators, flash cards, virtual boards) meets the requirements for training programs of physical education teachers and the challenges of the international sports movement. The purpose of the work is to study the possibilities of using digital flash cards in training future physical education teachers to develop their foreign language communicative competence. Research methods. Th
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Liu, Yu-Jiao, Ying-Ge Zhou, Qi-Long Li, and Xin-Dong Ye. "Impact Study of the Learning Effects and Motivation of Competitive Modes in Gamified Learning." Sustainability 14, no. 11 (2022): 6626. http://dx.doi.org/10.3390/su14116626.

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At a time when game-based learning has become a research hotspot, this study focused on the competition mechanism in gamified learning, aiming to explore the impact of different competition modes on students’ vocabulary learning effect and learning motivation. A group of 79 sixth grade students from China were randomly assigned to a non-competitive class, an individual competition class, and an inter-group competition class. The experiment was conducted in an English vocabulary course, and the game competition was carried out using the Quizlet Live game platform. The results indicated that: (1
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Dabrowski, Adam, and Ayako Yokogawa. "A comparison of flow state markers experienced across AR, game-based, and analog deliberate vocabulary study activities." Vocabulary Learning and Instruction 14, no. 1 (2025): 2161. https://doi.org/10.29140/vli.v14n1.2161.

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Flow is described as a state in which people become so involved or engrossed in an activity that nothing else seems to matter (Csikszentmihalyi, 2009). This state of consciousness seems to occur when a person is involved in a task and seemingly unable to stop. Flow states are marked by (a) a perceived balance of skills and challenge, (b) opportunities for intense concentration, (c) clear task goals, (d) feedback that one is succeeding at the task, (e) a sense of control, (f) a lack of self-consciousness, and (g) the perception that time passes more quickly (Egbert, 2003). The Japanese Flow Sta
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N, Gostishcheva, Kharchenko T, and Nadolska Y. "FORMATION OF UNIVERSITY STUDENTS’ FOREIGN LANGUAGE GRAMMATICAL COMPETENCE WITH THE HELP OF QUIZLET ON-LINE SERVICE." Scientific Bulletin Melitopol State Pedagogica 1, no. 30 (2023): 64–72. http://dx.doi.org/10.33842/22195203-2023-30-64-72.

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Dissertations / Theses on the topic "Quizlet Live"

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Zancanaro, Juliana Giseli da Silva. "O uso do Quizlet Live em sala de aula de Língua Inglesa no Ensino Técnico integrado ao Ensino Médio : identificando eixos interacionais /." Araraquara, 2019. http://hdl.handle.net/11449/182328.

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Orientador: Cibele Cecílio de Faria Rozenfeld<br>Banca: Ana Cristina Biondo Salomão<br>Banca: Rita de Cássia Barbirato Thomaz de Moraes<br>Resumo: O advento das novas tecnologias e a crescente expansão da mídia fizeram surgir uma nova sociedade, novos tipos de relações sociais e diferentes formas de interação. A interação, que ocorre desde os primórdios atrelada ao compartilhamento de um mesmo espaço físico e temporal, ganha a possibilidade de transpor essa premissa, possibilitando um modo revolucionário de interação, que pode ocorrer dissociado de espaços físicos e tempo cronológico, em um co
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Lewis, Barbara Ann. "Learning effectiveness: Efficacy of quizzes vs. discussions in on-line learning." Related electronic resource: Current Research at SU : database of SU dissertations, recent titles available full text, 2002. http://wwwlib.umi.com/cr/syr/main.

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Books on the topic "Quizlet Live"

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Everything, Eva. What does the moon smell like?: 151 astounding science quizzes. ECW Press, 2008.

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Brown, Jaquie. Jaquie Brown's guide to everything*: *and recipes and quizzes. Random House, 2009.

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Liptak, John J. The life skills IQ test: 10 self-quizzes to measure your practical intelligence. Berkley Books, 2007.

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Warrick, Leanne. Chillin' trix for cool chix: Fab recipes, crafty fun, mystic magic, and super-cool quizzes. Watson-Guptill Publications, 2005.

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Fiske, John. Everyday quizzes everyday life. Unwin Hyman, 1989.

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Life and Times Quizzes. Miles Kelly Publishing Ltd, 2003.

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Dead Like Me Film Quizzes Trivia : : Life after Death Have They Cancelled. Independently Published, 2020.

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Maker, Art. I Like Quizzes and Maybe 3 People: Lined Notebook Planner for Quizzes. Independently Published, 2020.

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Moss, Tomas. Quizzes Fun Facts Date a Live Trivia Book: Ultimate Trivia Date a Live. Independently Published, 2021.

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Ali, Sonia. The Teenage Girl’s Guide to Living Well with ADHD. Jessica Kingsley Publishers, 2022. http://dx.doi.org/10.5040/9781805016144.

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Have you ever been told you are chatty or fidgety at school? Do you have a constantly whirring mind? Do you ‘tune out’ and daydream or find it hard to pay attention? ADHD can impact your life in many ways. This positive, self-affirming guide will increase your knowledge about ADHD and empower you in your daily life. The chapters are full of tips, tricks and life hacks so you can better manage your time, harness your creativity, energy and enthusiasm, and make more time for fun! Reflection activities and quizzes will help you better understand yourself and learn strategies on how to manage the
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Book chapters on the topic "Quizlet Live"

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Oliveira, P. C., O. Constante, M. Alves, and F. Pereira. "Improving Electrical Engineering Students’ Performance and Grading in Laboratorial Works Through Preparatory On-Line Quizzes." In Workgroups eAssessment: Planning, Implementing and Analysing Frameworks. Springer Singapore, 2020. http://dx.doi.org/10.1007/978-981-15-9908-8_8.

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Fiske, John. "Everyday Quizzes, Everyday Life." In Australian Television. Routledge, 2020. http://dx.doi.org/10.4324/9781003114949-6.

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"Everyday Quizzes Everyday Life." In Reading the Popular. Routledge, 2006. http://dx.doi.org/10.4324/9780203132111-13.

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Hansen, Bethanie L. "Quizzes, Tests, and Assessments." In Teaching Music Appreciation Online. Oxford University Press, 2019. http://dx.doi.org/10.1093/oso/9780190698379.003.0007.

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This chapter introduces quizzes, tests, and assessments for online music appreciation courses. Some challenges are discussed, which include the fact that assessments employed in live face-to-face teaching do not easily transfer to the online setting due to management and security concerns, and assumptions that must be made about online testing. Guidelines are provided to align assessments with course objectives and use sound methods of test design. Essential elements of online assessment design are also included to guide educators on implementation strategies and areas where caution should be
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Jung, Gyeo Woon. "Engaging Mobile-Assisted Learning Activities Using Multiple Mobile Apps for Foreign Language Practice." In Preparing 21st Century Teachers for Teach Less, Learn More (TLLM) Pedagogies. IGI Global, 2020. http://dx.doi.org/10.4018/978-1-7998-1435-1.ch012.

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Mobile applications have been used to support engaging and interactive learning over the past several years. However, most mobile apps for language education were developed for merely vocabulary learning and simple grammar exercises. Hence, it is important for instructors to encourage and guide students to participate in more diverse learning activities using the mobile apps to learn and practice the target language in their daily lives. This chapter attempts to introduce a sample of engaging mobile-assisted learning activities toward the use of multiple mobile apps like TIMeS (Taylor's Integr
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Barker, Cory. "Immerse Yourself Deeper." In Social TV. University Press of Mississippi, 2022. http://dx.doi.org/10.14325/mississippi/9781496840929.003.0003.

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Chapter 2 examines how, in contrast to chatter-focused initiatives elsewhere on television, cable network AMC leaned more on its scripted programs to develop a branded two-screen experience called Story Sync. The Story Sync content appeared on mobile devices during live episodes of dramas like The Walking Dead and provided added narrative context, interactive quizzes, and games. The chapter places Story Sync into a history of content repurposing to illustrate how AMC used the app to frame its series as immersive storyworlds requiring multiple screens of content and to recruit viewers into a ca
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Johnston, Peter. "Supporting Transition for Mathematics and Science Students under an Assumed Knowledge Approach." In Theory and Practice: An Interface or A Great Divide? WTM-Verlag Münster, 2019. http://dx.doi.org/10.37626/ga9783959871129.0.51.

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In Australia there is concern over the poor mathematical skills of students entering University STEM degrees (King &amp; Cattlin, 2015). Challenged by the introduction of an assumed knowledge approach for mathematics dependent university degrees, we noted diagnostic testing approaches (Ní Fhloinn et al., 2014) and sought to adapt the successful GetSet2 quiz that previously had been applied only to pre-requisite mathematics university entry (Burton et al., 2013). We introduced the on-line self-assessment Get Ready Maths/Science quizzes for commencing science and mathematics students. This allow
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Mishra, Mr Aditya, and Dr Pranati Tilak. "ROLE OF CHAT GPT IN EDUCATION SYSTEM – TRANSFORMING THE FIELD OF EDUCATION WITH ARTIFICIAL INTELLIGENCE." In Futuristic Trends in Management Volume 3 Book 27. Iterative International Publisher, Selfypage Developers Pvt Ltd, 2024. http://dx.doi.org/10.58532/v3bhma27p2ch1.

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Although technology has always been vital to education, its application is now more widespread than before because of the growing accessibility of smart devices and web-based curricula. Artificial intelligence is being applied in education in a wide range of ways to support students' learning. AI makes it possible to access teachers and lessons around-the-clock, from anywhere. Based on AI algorithms, AI can be used as a teaching tool to help students reach their objectives by giving them tailored feedback on their assignments, quizzes, and other assignments. Everybody's life could be made easi
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Drivas, George, Chryssanthe Sotiriou, Helen Bonanou, Sofia Saliari, Michelle Balafouti, and Helen Tsevi. "The Sky Is the Limit!" In Handbook of Research on Educational Design and Cloud Computing in Modern Classroom Settings. IGI Global, 2018. http://dx.doi.org/10.4018/978-1-5225-3053-4.ch006.

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Technology and particularly Cloud technology can definitely prove to be a powerful tool in linking the physical to the virtual world by allowing an escape and freedom from the two-dimensional world of paper-based teaching and learning. Balance is therefore achieved while educators and students access and create digital information on top of the physical world. Technology is everybody's favorite thus educators should definitely consider integrating them in their teaching in order to increase motivation. In the era of technology, access to on-line information is at the end of learners' and educa
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Conway, Cassandra Sligh, Stanley Melton Harris, Yvonne Sims, et al. "Cheating." In Handbook of Research on Academic Misconduct in Higher Education. IGI Global, 2017. http://dx.doi.org/10.4018/978-1-5225-1610-1.ch005.

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Gone are the days when the traditional classroom is the only way to teach concepts to students. Now, the digital age allows professors a new territory to embark on. Currently, professors can add program features inside Blackboard or other courses which allow students to take quizzes, game simulations, and real life virtual simulations of cases (e.g., nurses giving care to consumers, students giving instructions on the correct theories to apply to situations, students participating in quizzes that require them to produce lighting via digital cameras in a field type environment etc.). With these
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Conference papers on the topic "Quizlet Live"

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Dannecker, Achim, and Lukas Meyer. "AUTOMATING LIVE QUIZZES WITH KLICKERUZH AND THE HUMANOID ROBOT PEPPER." In 17th annual International Conference of Education, Research and Innovation. IATED, 2024. https://doi.org/10.21125/iceri.2024.1212.

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Zhao, Xingyu. "The Impact of Live Polling Quizzes on Student Engagement and Performance in Computer Science Lectures: A Post-COVID19 Study." In 17th International Conference on Computer Supported Education. SCITEPRESS - Science and Technology Publications, 2025. https://doi.org/10.5220/0013218700003932.

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Wallace, Matthew. "Using Virtual Reality to Help Teach Application Technique." In SSPC 2013 Greencoat. SSPC, 2013. https://doi.org/10.5006/s2013-00073.

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Abstract Virtual paint training systems are a needed and valuable addition to teaching methods. As the accuracy and complexity of simulations improve, the industry has begun to exploit this fusion of simulation and education. This presentation explores the next step - how to use the simulation to increase student engagement, enrich their skills development, and improve the trainees’ knowledge base. The up and coming young worker processes information in a vastly different way. The generation of iPads, Wikipedia, and computer-based training (CBT) shuns traditional pedagogical techniques. Simply
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Senior, John. "Vocabulary Taught Via Mobile Application Gamification: Receptive, Productive and Long-Term Usability of Words Taught Using Quizlet and Quizlet Live." In 2022 International Conference on Business Analytics for Technology and Security (ICBATS). IEEE, 2022. http://dx.doi.org/10.1109/icbats54253.2022.9759019.

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Calafat Marzal, Consuelo, Rosa Puertas-Medina, and Mª Luisa Martí-Selva. "Mejorar la motivación en el aula mediante el uso de plataformas de aprendizaje basadas en juegos: Quizlet vs Kahoot." In INNODOCT 2018. Editorial Universitat Politècnica de València, 2018. http://dx.doi.org/10.4995/inn2018.2018.8853.

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Las plataformas de juegos son cada vez más demandadas por los alumnos en cualquier nivel educativo. La utilización de estas herramientas para incrementar la motivación de los alumnos en grupos numerosos de asignaturas universitarias favorece una mayor asistencia y participación del alumno a las clases presenciales. Para los estudiantes es un estímulo interactivo y divertido que permite introducir o repasar contenidos. Mediante su utilización se potencia la motivación, la concentración y el esfuerzo de los alumnos, especialmente durante el desarrollo de las clases donde se fomenta el trabajo co
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Woit, Denise, and Dave Mason. "Enhancing student learning through on-line quizzes." In the thirty-first SIGCSE technical symposium. ACM Press, 2000. http://dx.doi.org/10.1145/330908.331887.

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Zhang, Zuyang Jerrie. "Exploring the effects of different gamified learning conditions on L2 learners’ vocabulary acquisition using Quizlet." In XXnd International CALL Research Conference. Castledown Publishers, 2024. http://dx.doi.org/10.29140/9780648184485-51.

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Digital technology has revolutionized second language (L2) vocabulary learning, with gamified applications like Quizlet leading the charge. The emerging gamified language learning applications create greater creativity and innovation for language learning by virtue of their rich functionality and flexible usability. As an expeditiously growing application, Quizlet has attracted significant attention from L2 teachers. Extant research has demonstrated the positive influence of using Quizlet for English vocabulary acquisition. However, fewer studies have directly compared the effects of different
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Maiorana, Francesco, Daniela Giordano, and Ralph Morelli. "Quizly: A live coding assessment platform for App Inventor." In 2015 IEEE Blocks and Beyond Workshop (Blocks and Beyond). IEEE, 2015. http://dx.doi.org/10.1109/blocks.2015.7368995.

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Zhamaletdinova, E. Kh, and O. K. Kalashnikova. "CONTEMPORARY DIGITAL APPROACH TO THE SPANISH LANGUAGE TEACHING FOR FUTURE SPECIALISTS IN THE SPHERE OF INTELLECTUAL TRANSPORT SYSTEMS." In Intelligent transport systems. Russian University of Transport, 2024. http://dx.doi.org/10.30932/9785002446094-2024-844-851.

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This article provides an extensive overview of the importance and benefits of incorporating digital technologies into foreign language teaching, particularly in the case of Spanish. It highlights the way digital tools and methods can enhance the learning process, increase students’ motivation and efficiency, and develop critical thinking and information search skills. The article also lists various applications and programs that can be used to teach Spanish, such as ConjuGato, SpanishDict, and Quizlet, as well as online resources like YouTube, Telegram, and Skribbl.io. Additionally, it discuss
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Fresnedo, Oscar, Paula M. Castro, Adriana Dapena, and Francisco Laport Lopez. "Developing cooperative learning and TV-like quizzes to improve students' motivation in higher education." In 2021 IEEE URUCON. IEEE, 2021. http://dx.doi.org/10.1109/urucon53396.2021.9647109.

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Reports on the topic "Quizlet Live"

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Looi, Chee-Kit, Longkai Wu, Peter Sen Kee Seow, and Wendy Huang. Researching and developing pedagogies using unplugged and computational thinking approaches for teaching computing in the schools. National Institute of Education, Nanyang Technological University, Singapore, 2020. https://doi.org/10.32658/10497/22601.

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INTRODUCTION/BACKGROUND In 2017, Singapore’s Ministry of Education implemented a new GCE ‘O’ Level Computing curriculum. The new curriculum is a distinct shift from the teaching students on the use of software technology to the development of Computational Thinking skills and programming competencies. Computing thinking skills are associated with problem solving, reasoning and logic skills that all students should develop. As Singapore moves to implement a new curriculum with a greater emphasis on the development of computational thinking and programming, the following are some of the challeng
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