References
References
References
https://doi.org/10.20472/TE.2015.3.3.002
Azim, M. U., Hussain, Z., Bhatti, A. M., & Iqbal, M. (2020). Recycling of Vocabulary in English
https://journal.epistemology.pk/index.php/epistemology/article/view/119
Berliani, N., & Katemba, C. (2021). The Art of Enhancing Vocabulary Through Technology. Jurnal
Centre for Educational Communication. (2022, December 20). Tăng cường ứng dụng công nghệ
thông tin và chuyển đổi số trong giáo dục [Enhance the application of information
https://moet.gov.vn/giaoducquocdan/tang-cuong-ung-dung-cntt/Pages/tin-tuc.aspx?
ItemID=8349
Dichev, C., & Dicheva, D. (2017). Gamifying Education: What Is Known, What Is Believed and What
Dicheva, D., Dichev, C., Agre, G., & Angelova, G. (2015). Gamification in Education: A Systematic
http://www.jstor.org/stable/jeductechsoci.18.3.75
Bussenius, Trans.). Teachers College Press, Columbia University. (Original work published
1885)
Ellis, N. C. (1995). The Psychology of Foreign Language Vocabulary Acquisition: Implications for CALL.
https://doi.org/10.1080/0958822940080202
Ministry of Education and Training. (2014). Circular No. 01/2014/TT-BGDDT dated January 24, 2014
of the Ministry of Education and Training on promulgating the six-level Foreign Language
bgddt-dated-january-24-2014-of-the-ministry-of-education-and-training-on-the-six-level-
foreign-language-proficiency-framework-84578-doc1.html
Ministry of Education and Training. (2018). 2018 General Education English Language Curriculum.
https://www.britishcouncil.org/sites/default/files/english_language_grade_3_12_2018-
eng_translation.pdf
Nguyen, T. T. H., & Khuat, T. T. N. (2003). Learning Vocabulary through Games. Asian EFL Journal,
5(4).
Pham, X. L., Chen, G. D., Nguyen, T. H., & Hwang, W. Y. (2016). Card-Based Design Combined with
Spaced Repetition: A New Interface for Displaying Learning Elements and Improving Active
https://doi.org/10.1016/j.compedu.2016.03.014
Sartika, K. D., Heriyawati, D. F., & Elfianto, S. (2023). The Use of Blooket: A Study of Student’s
Subhash, S., & Cudney, E. A. (2018). Gamified Learning in Higher Education: A Systematic Review of
https://doi.org/10.1016/j.chb.2018.05.028
Tran, T. M. T., & Thai, C. D. (2023). Students’ Perceptions on English Vocabulary Teaching and
Learning by Using Blooket: A Case Study. European Journal of Applied Linguistics Studies,
179.
Zhang, S., & Hasim, Z. (2023). Gamification in EFL/ESL Instruction: A Systematic Review of Empirical