It takes the average reader 3 hours and 21 minutes to read Gamification in English Teaching and Learning by Intania Harismayanti
Assuming a reading speed of 250 words per minute. Learn more
In the current realm of education, gamification has received significant attention for its power to shift the way we teach and learn. Gamification allows teachers and learners to experience a series of challenges that engage their minds, bodies, and spirits. Although gamification is not a new concept, it has not been widely exposed to the higher level of education in the Indonesian EFL context. This book represents a further step to provide new learning practices for the sense of what learning is about.
Gamification in English Teaching and Learning by Intania Harismayanti is 201 pages long, and a total of 50,451 words.
This makes it 68% the length of the average book. It also has 62% more words than the average book.
The average oral reading speed is 183 words per minute. This means it takes 4 hours and 35 minutes to read Gamification in English Teaching and Learning aloud.
Gamification in English Teaching and Learning is suitable for students ages 12 and up.
Note that there may be other factors that effect this rating besides length that are not factored in on this page. This may include things like complex language or sensitive topics not suitable for students of certain ages.
When deciding what to show young students always use your best judgement and consult a professional.
Gamification in English Teaching and Learning by Intania Harismayanti is sold by several retailers and bookshops. However, Read Time works with Amazon to provide an easier way to purchase books.
To buy Gamification in English Teaching and Learning by Intania Harismayanti on Amazon click the button below.
Buy Gamification in English Teaching and Learning on Amazon