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The advantage of this journal is that the mobile game-based technique of teaching
English vocabulary to pupils boosts students' word knowledge, which in turn improves their
performance in the classroom. Additionally, according to the findings of the study, students
described a more pleasant learning atmosphere as another advantage of the MGBL. Researchers
believe that when students like playing games, their levels of focus, perseverance, curiosity, and
competitive impulses will increase, all of which will help them study more effectively. Using
embedded software to monitor learner search behaviour in a MALL environment may provide
valuable information into what students are truly doing for their own learning, which has
technical repercussions as well. Using this information, you may be able to identify problems
and suggest solutions that may increase the efficacy of such post-learning events in the future. As
There are several flaws in this research. This is due to the small sample size, which
consisted of just two groups of EFL students who were followed for a total of seven weeks. The
fact that the experiment is taking place in a mobile environment has an impact on the
experimental process as well. Because of the experimental character of this research, it was not
possible to build a flawless MALL environment. Mobile learning is defined by the ability to
access material from any place or at any time of the day or night. Additionally, the lack of
glosses for abstract and emotional concepts is a basic flaw of the system. It might be difficult to
ensure that youngsters can quickly determine the meaning of a picture from its appearance. Data
is also collected using mobile phones, which have a tiny screen and poor picture quality. When
glosses groups are exposed to images and text that are of decreased size and quality, as may have
occurred as a consequence of graphical data, this is particularly true for gloss groups. The
available for remembrance processes. Each thinking unit is worth one point in this research,
which ensures that the core idea and its specifics are handled equally throughout the
investigation. As a consequence, participants' average unit of idea retention is much lower than
anticipated. It is possible to develop idea units on the basis of phonetic parcel units. When using
a weighted evaluation approach, the primary idea is given more weight than the specifics, it is
CONCLUSION
This article is well-written and contains critical information that will encourage teachers
vocabulary mastery via the use of mobile-assisted gamification technology. While a larger
sample size may provide more robust findings, it is necessary to include more groups of students
over a longer period of time to get more comprehensive data. Mobile-assisted gamification
should be included into the learning process to aid students in increasing their vocabulary and
fluency in the English language. Numerous studies have been conducted to attempt to solve this
problem. The findings of this research indicate that mobile-assisted gamification learning has the
potential to engage students while also improving their learning performance. It is possible that
gamification-based mobile-assisted learning will enhance the educational process by making the
classroom experience more enjoyable. Thus, via the use of mobile-assisted gamification learning
tools, students' potential to expand their English vocabulary may be enhanced. In conclusion, the
findings of this research support the efficacy of gamification and mobile-assisted language
Fidel Cakmak. Gulcan Ercentin (2017): Effects of gloss type on text recall and incidental
Mitchell Shortt, Shantanu Tilak, Irina Kuznetcova, Bethany Martens & Babatunde Akinkuolie
Duolingo literature from public release of 2012 to early 2020, Computer Assisted
Sezan Sezgin & Tevfik Volkan Yüzer (2020): Analysing adaptive gamification design principles
10.1080/0144929X.2020.1817559
Shawn Loewen, Dustin Crowther, Daniel R. Isbell, Kathy Minhye Kim, Jeffrey Maloney,
Rustam Shadiev, Wu-Yuin Hwang & Yueh-Min Huang (2017): Review of research on mobile
DOI: 10.1080/09588221.2017.1308383
Ya-Ling Wu (2016): Gamification design: A comparison of four m-learning courses,
10.1080/14703297.2016.1250662