HOW CALL ACTIVITIES IMPACTED ON LANGUAGE ACQUISITION OF LEARNERS
DOI:
https://doi.org/10.70728/conf.v2.i03.003Keywords:
CALL, gamification, Genially, Edpuzzle, interactive learning, learner engagement, motivation, IELTS preparation, listening comprehension, grammar practice, multimodal learning, formative assessment.Abstract
This report describes two Computer-Assisted Language Learning (CALL) activities developed for adolescent learners preparing for the IELTS exam. Both activities incorporate digital tools, specifically Genially and Edpuzzle, to promote learner engagement and improve target language proficiency through interactive and multimodal tasks.
References
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3. Genially. (n.d.). Interactive learning and gamification platform. Retrieved from https://www.genially.com
4. Edpuzzle. (n.d.). Interactive video lessons for teachers and students. Retrieved from https://www.edpuzzle.com