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Speaking is an essential skill in English as a Foreign Language (EFL) learning. However, many EFL students experience difficulties in developing speaking proficiency due to limited opportunities for oral practice, speaking anxiety, low confidence, and insufficient interaction. Although previous studies have examined Digital Game-Based Learning (DGBL) in English language education, their findings are distributed across different platforms, learning contexts, and outcomes. Therefore, a systematic review is needed to provide a broader understanding of how DGBL contributes to EFL speaking development and how different platforms support this process. This study aims to examine the effects of DGBL on EFL students' speaking skills and identify the digital platforms used in speaking instruction. A Systematic Literature Review (SLR) was conducted by analyzing 20 selected studies through a systematic selection process based on predetermined inclusion and exclusion criteria. The findings indicate that DGBL can support speaking development by providing opportunities for oral practice, increasing motivation and participation, strengthening confidence, and reducing speaking anxiety. The review also identifies Kahoot!, Quizizz, Wordwall, Duolingo, mobile game-based applications, and other digital game environments as platforms used in EFL learning.
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Febriano et al. (2026) studied this question.
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