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Apps

2.English Reading app: English for kids from Bibo. The main features of this game are the
images and sounds which are specifically designed for young children. Parents can trust the
that children are learning English with age-appropriate material. The game is super fun, and
kids will stay glued to the screen – absorbing the language as they play along with the fun
activities.

3. English Grammar App: Learn English with Johnny Grammar. The old favourite British
council brought this app out to help kids with basic English grammar. The app speaks in a
perfect British accent and there are no mistakes in any of the scripts. It is good because it
helps children start to think in English as they learn grammar rules. The main complaint in the
reviews is the number of ads, but it does tend to run pretty fast and the graphics are fantastic.

Ghergulescu and Muntean (2010: 71) believe that ‘keeping pupils motivated for the entire
learning session still represents a challenging task’ and consequently, assessment and
measurement of learners’ motivation is a key area of research in the field of gaming and e-
learning. Reaching disengaged contemporary learners requires obviating a learning process
that may be considered to be boring and forced. Games, however, have the potential to
provide an instantly interactive environment, which is often experienced as more engaging,
motivating and fun (affective) than traditional, didactic classroom teaching.
games are fun: understanding positive emotions in learning
Educational psychologists Hromek and Roffey (2009) argue that playing games and having fun are crucial to development
and highly motivating for children. Children’s games provide opportunities for hypothesis testing, problem-solving and
‘formation of thought constructs that reflect the shared cognitive themes related to cultural understanding’ (Hromek and
Roffey 2009: 630). Moreover, fun and humour stimulate creativity as the ‘brain moves from a cognitive, rule-bound state to a
more fluid, relaxed state where the whole body is engaged in problem solving’ (Hromek and Roffey 2009: 630). This
highlights the holistic nature of ‘playing’ and how the affective domain can be engaged alongside the cognitive and
behavioural to affect creativity for learning through game play.

Ghergulescu, I. and Muntean, C.H. (2010) Assessment of Motivation in Gaming Based E-Learning, Proceedings of IADIS
International Conference on Cognition and Exploratory Learning in Digital Age.

Learning English is a desire that most people have because being able to communicate
in English offers someone better opportunities at a certain point in his/her life.

Most people desire to learn English because being able to communicate in English offers
them better opportunities in life.

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