Page 1016 - e Prosiding Serai 2021
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Seminar Penyelidikan dan Pertandingan Inovasi Peringkat Antarabangsa (Serai) 2021
21-22 September 2021
memahami kepraktisan permainan berasaskan pendidikan dalam talian melalui sudut
pandangan pelajar ESL. Penemuan kertas kerja ini sangatlah berguna dalam mengesyorkan
guru sekolah rendah untuk menggunakan permainan dalam talian demi membantu
memperluas perbendaharaan kata pelajar melalui pembelajaran yang menyeronokkan.
RUJUKAN
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vocabulary learning app on learners’ perceptions and learning performance: A case
study of Taiwanese EFL learners. ReCALL, 31(2), 170–188.
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Yaacob, A., Zaludin, F., Aziz, N., Ahmad, N., Othman, N. A., Fakhruddin, & Muhamad, R. A.
(2019). Augmented reality (AR) flashcards as a tool to improve rural low ability students’
vocabulary. Practitioner Research, 1, 29–52.
Mohamad, S. N. M., Sazali, N. S. S., & Mohd Salleh, M. A. (2018). Gamification Approach in
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Empirical Integrative Review of the Literature. Education Leadership Review, 19(1),
132–140.
Taufiq, M., Ghani, A., Ramli, S., Hamzah, M., Ab, W., & Wan, A. (2019). Providing a Digital
Game-based Learning for Non-Native Arabic Speakers: A Need Analysis Study for the
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Learning for Non- Native Arabic Speakers : A Need Analysis Study for the D, 9(6), 11–
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Ibrahim, R., Mohd Yusoff, R. C., Mohamed, H., & Jaafar, A. (2011). Students Perceptions of
Using Educational Games to Learn Introductory Programming. Computer and
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e-Prosiding Serai 2021/e-ISBN 978-967-19359-3-4 995

