Answers are grounded in this paper and cite their sources.
This article examines the impact of digital games on students’ motivation in English language learning. It focuses on the use of platforms such as Baamboozle, Quizizz, and Kahoot. The article also discusses how digital games can increase students’ interest, classroom participation, and learning activity. In addition, it provides ideas for using digital games effectively in English language lessons.
No takes yet. Share an insight, caveat, or question.
Ugiloy Umid qizi Otakhonova (2026) studied this question.
Synapse has enriched 8 closely related papers on similar clinical questions. Consider them for comparative context: