| DC Field | Value | Language |
| dc.contributor.author | Shyhaliou, V. K. | - |
| dc.coverage.spatial | Минск | en_US |
| dc.date.accessioned | 2026-08-12T10:00:58Z | - |
| dc.date.available | 2026-08-12T10:00:58Z | - |
| dc.date.issued | 2026 | - |
| dc.identifier.citation | Shyhaliou, 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.uri | https://libeldoc.bsuir.by/handle/123456789/65396 | - |
| dc.description.abstract | This 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.iso | en | en_US |
| dc.publisher | БГУИР | en_US |
| dc.subject | материалы конференций | en_US |
| dc.subject | gamification | en_US |
| dc.subject | learning platforms | en_US |
| dc.subject | comparative study | en_US |
| dc.subject | educational technologies | en_US |
| dc.subject | game-based methods | en_US |
| dc.title | Gamification platforms for vocabulary acquisition: a comparative study | en_US |
| dc.type | Article | en_US |
| Appears in Collections: | Актуальные вопросы экономики и информационных технологий : материалы 62-й научной конференции аспирантов, магистрантов и студентов (2026)
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