Discovering Second Language Acquisition in Higher Education in Dealing with Industrial Revolution 4.0 Challenges

2020 ◽  
Author(s):  
Endang Sulistianingsih ◽  
Mursyidah Dwi Hartati ◽  
Susi Darihastining
2015 ◽  
Vol 3 (1) ◽  
pp. 108
Author(s):  
Zahra Mahdikhani ◽  
Amir Rezaei

<p>Student engagement has become a frequently used term in the vocabulary of Higher Education, and particularly among those involved in research associated with teaching and learning. It has been shown that despite the passage of time, the importance of engaging all students in their education continues to resonate strongly with families, students, educators, and researchers (Appleton, 2008). Student engagement in education has been gathering more and more attention; however, most of the studies in this field focus on the school engagement in general. It is currently argued among educators that student engagement is very significant concept, where individual differences between students in terms of their ability, cultural background and motivation are more considerable (Brown, 2005; Biggs, 2003; Prosser and Trigwell, 1999). </p><p>This study investigates the importance of language engagement<strong> </strong>in<strong> </strong>second language acquisition.<em> </em>One of the significant roles of engagement in language acquisition is its perspective on reading. Much research has focused on engagement and it is clear from these studies that as students are more engaged academic performance is hence improved.</p>


2020 ◽  
Vol 28 (1) ◽  
pp. 40
Author(s):  
Nadia Azzouz Boudadi ◽  
Mar Gutiérrez-Colón

<h4>This paper focuses on a fairly new motivational technique, the so-called Gamification, which consists of introducing game mechanics in non-game environments to promote motivation and engagement. By the turn of the 21rst century, Gamification took off in the business field and soon after became an attractive concept for researchers and professionals in education as it appears to be an increasingly popular method to motivate learners. Nevertheless, it is still a nascent field in terms of empirical evidence available to firmly support its educational benefits. This paper intends to shed some more light on this topic through a comprehensive review of literature published in the most prominent journals. The present study is framed within the field of Second Language Acquisition (SLA) in higher education and Computer-Assisted Language Learning, and focuses on the effects of gamified learning environments on student’s motivation and learning. A Meta-analysis method was used to explore relevant empirical research published between 2011 and 2019. After reviewing a corpus of 68  papers drawn from the leading databases Scopus and Web Of Science, and from which only 15 could be included in the study, we can point out two main findings: (i) there is still very limited literature in the field of SLA and, (ii) results seem to be predominantly positive in terms of motivation and engagement but only a few studies confirm clear interconnections with learning outcomes. The results suggest a lack of solid correlations between Gamification, motivation and cognitive processes. </h4>


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