ISSN: 2226-6348
Open access
This paper is a systematic literature review of Digital Game-Based Learning (DGBL) and its impact on motivation, engagement, and performance in learning languages, specifically in EFL classrooms. The last five studies focus on how game-based tools such as Kahoot, Quizizz, and Lego Serious Play affect learner’s attitudes, participation, and academic performance. The review of thirteen research studies under this category have been synthesized and it was found that DGBL in language studies positively affects learners' motivation through competition, interactions, and rewards. Such platforms get all learners to enjoy and willingly participate in language learning activities, making DGBL foster both intrinsic and extrinsic motivation. Moreover, the review highlights that game-based tools significantly improve engagement. Such tools encourage active, cooperative, and concentration within the learning tasks. Most studies show that language acquisition, grammar skills, and overall performance in DGBL motivated learners improved. However, the study also underscores the need to better integrate specific curriculum goals into game mechanics to improve learning retention and achievement. The findings provide useful insights for educators and policymakers who desire to effectively integrate DGBL in language education and improve engagement, motivation, and academic achievement in learners.
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