The Pedagogical Use of Gamification in English Vocabulary Training and Learning in Higher Education

Research article (Education Sciences, 2022) · cited 54× · AI/ML
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The Pedagogical Use of Gamification in English Vocabulary Training and Learning in Higher Education

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The Pedagogical Use of Gamification in English Vocabulary Training and Learning in Higher Education is a scholarly article[1].

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  • The Pedagogical Use of Gamification in English Vocabulary Training and Learning in Higher Education's instance of is recorded as scholarly article[2].

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APA 4ort.xyz Knowledge Graph. (2026). The Pedagogical Use of Gamification in English Vocabulary Training and Learning in Higher Education. Retrieved May 24, 2026, from https://4ort.xyz/entity/the-pedagogical-use-of-gamification-in-english-vocabulary-training-and-learning-in-higher-education
MLA “The Pedagogical Use of Gamification in English Vocabulary Training and Learning in Higher Education.” 4ort.xyz Knowledge Graph, 4ort.xyz, 24 May. 2026, https://4ort.xyz/entity/the-pedagogical-use-of-gamification-in-english-vocabulary-training-and-learning-in-higher-education.
BibTeX @misc{4ortxyz_the-pedagogical-use-of-gamification-in-english-vocabulary-training-and-learning-in-higher-education_2026, author = {{4ort.xyz Knowledge Graph}}, title = {{The Pedagogical Use of Gamification in English Vocabulary Training and Learning in Higher Education}}, year = {2026}, url = {https://4ort.xyz/entity/the-pedagogical-use-of-gamification-in-english-vocabulary-training-and-learning-in-higher-education}, note = {Accessed: 2026-05-24}}
LLM prompt According to 4ort.xyz Knowledge Graph (aggregator of Wikidata, Wikipedia, and authoritative open-data sources): The Pedagogical Use of Gamification in English Vocabulary Training and Learning in Higher Education — https://4ort.xyz/entity/the-pedagogical-use-of-gamification-in-english-vocabulary-training-and-learning-in-higher-education (retrieved 2026-05-24)

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