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Please use this identifier to cite or link to this item: https://libeldoc.bsuir.by/handle/123456789/65396
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dc.contributor.authorShyhaliou, V. K.-
dc.coverage.spatialМинскen_US
dc.date.accessioned2026-08-12T10:00:58Z-
dc.date.available2026-08-12T10:00:58Z-
dc.date.issued2026-
dc.identifier.citationShyhaliou, V. K. Gamification platforms for vocabulary acquisition: a comparative study / V. K. Shyhaliou // Актуальные вопросы экономики и информационных технологий : сборник материалов докладов 62-й научной конференции аспирантов, магистрантов и студентов БГУИР, Минск, 13–17 апреля 2026 г. / Белорусский государственный университет информатики и радиоэлектроники. – Минск, 2026. – С. 796–798.en_US
dc.identifier.urihttps://libeldoc.bsuir.by/handle/123456789/65396-
dc.description.abstractThis study examines the advantages and disadvantages of three popular gamification platforms for English vocabulary acquisition: Quizlet, Memrise, and Reword. Popularity is measured by the number of downloads on Google Play. A key evaluation criterion is the ability to create and share custom word sets within the application. The study reveals that while all three platforms integrate game based mechanics to support motivation and retention, they differ significantly in depth of content, pedagogical flexibility, and accessibility of free-tier features.en_US
dc.language.isoenen_US
dc.publisherБГУИРen_US
dc.subjectматериалы конференцийen_US
dc.subjectgamificationen_US
dc.subjectlearning platformsen_US
dc.subjectcomparative studyen_US
dc.subjecteducational technologiesen_US
dc.subjectgame-based methodsen_US
dc.titleGamification platforms for vocabulary acquisition: a comparative studyen_US
dc.typeArticleen_US
Appears in Collections:Актуальные вопросы экономики и информационных технологий : материалы 62-й научной конференции аспирантов, магистрантов и студентов (2026)

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