Submitted:
22 January 2025
Posted:
23 January 2025
You are already at the latest version
Abstract
Keywords:
General Considerations
The Role of Computer-Based Games
Classroom Recommendations for App Selection
- Available for free on both Google Play and the App Store.
- Includes a feature that allows users to track their progress.
- Offers a daily plan tailored to support English learning.
- Provides learning materials organized by users' English proficiency, ranging from beginner to advanced levels.
- Features a variety of exercise types:
- Two types are available: exercises to practice translating from English to Romanian and exercises to improve translation skills from Romanian to English.
- One of the best aspects of these exercises is the immediate feedback they offer. Once you submit an answer, it is instantly checked, and any mistakes are highlighted and corrected in real time.

- These exercises are especially useful for those looking to improve their listening skills, as they offer accurate pronunciation for all content. This feature is essential for many English learners, as it allows them to hear English spoken with a native accent.
- Instant feedback is also provided for these exercises.

- This app primarily focuses on improving users' pronunciation skills.
- It offers a variety of conversations categorized by topics (e.g., shopping, job interviews) and organized in a daily plan.
- In each lesson, the first step is to listen to a dialogue read by a native speaker, ensuring exposure to correct pronunciation.
- After listening, users can practice speaking by reading the same dialogue aloud. Any mispronounced words are highlighted in the feedback, providing an opportunity for self-correction.
- Another available exercise involves listening and typing the correct words, reinforcing listening and spelling skills.

- Among the games presented in this practical section, Kahoot! is likely the only one where the teacher has full control over the progression of the game.
- It is ideal for reviewing any topic, as teachers can create customized content by uploading specific exercises onto the platform.
- Exercises can include True or False questions, multiple-choice questions, polls, and more.
- Teachers pre-select the correct answers, allowing for automatic grading so that individual answers don’t need to be checked manually.
- This setup benefits students by providing instant feedback on their performance.
- Additionally, Kahoot! enhances student motivation, as it can be played as a competitive game among classmates.

- This game can be helpful for expanding vocabulary.
- It includes short messages displayed in English.
- Players have the chance to learn and review a variety of words from different categories, such as food, animals, plants, decorations, and production buildings.
- Although not originally designed for English learning, it can effectively support students in improving their English skills.



Conclusions
References
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| 1 | Arintia, L., Teaching vocabulary by using computer online-games for young learners class (Media in teaching), University of Malanga, 2022, p.343. |
| 2 | Ghallab, A., “Mixed methods study: Integrating mobile games in teaching English vocabulary in formal Saudi education”, In Proceedings of the 3rd International Conference on Research in Teaching and Education, Berlin, Germany, 2020, p.5. |
| 3 | Rotaru, I-Gh., “Current Values of Education and Culture”, in Proceedings of the 23th International RAIS Conference on Social Sciences and Humanities, August 15-16, 2021, Princeton, NJ, United States of America, pp. 87-92. |
| 4 | Gozcu, E., “The importance of using games in EFL classrooms”, Cypriot Journal of Educational Sciences, 11(3), 2016, p. 151. |
| 5 | García Rodríguez, M.-K., Using games as techniques to teach English as a foreign language, Universidad Nacional Autónoma de Nicaragua, 2021, p.8. |
| 6 | Harvin, H., “Top 15 games for teaching English in the classroom”, TEFL, 2022, p.7. |
| 7 | Brooks, C., Fun activities for teaching English, TESOL, 2018, pp. 5-6. |
| 8 | Prodi, D., “The implementation of game in teaching English vocabulary”, STKIP, 2010, pp. 76–78. |
| 9 | Bendo, A., “Teaching English through games”, European Journal of Language and Literature Studies, Beder University, 2019, pp. 43–46. |
| 10 | Rotaru, I-Gh., “Valences of Education”, in Proceedings of the 23th International RAIS Conference on Social Sciences and Humanities, August 15-16, 2021, Princeton, NJ, United States of America, pp. 190-196. |
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