THE EFFECTIVENESS OF DIGITAL GAMES IN ENGLISH AS A FOREIGN LANGUAGE (EFL) INSTRUCTION

dc.contributor.authorYuldoshev Khaydarbek
dc.date.accessioned2025-12-28T12:12:49Z
dc.date.issued2025-12-20
dc.description.abstractThe usefulness of incorporating digital games—such as educational applications, virtual worlds, and gamified platforms—into English as a foreign language (EFL) class is examined in this study. The study investigates how these resources affect students' vocabulary growth, reading comprehension, motivation, and general involvement. Learner feedback questionnaires and experimental group comparisons in elementary and intermediate EFL classes were used to gather data. Although issues like content selection and technology accessibility still exist, research indicates that digital games greatly boost students' motivation and offer a low-stress, immersive setting for language practice, resulting in improved learning outcomes.
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dc.identifier.urihttps://usajournals.org/index.php/6/article/view/1659
dc.identifier.urihttps://asianeducationindex.com/handle/123456789/5295
dc.language.isoeng
dc.publisherModern American Journals
dc.relationhttps://usajournals.org/index.php/6/article/view/1659/1737
dc.rightsCopyright (c) 2025 Modern American Journal of Linguistics, Education, and Pedagogy
dc.rightshttps://creativecommons.org/licenses/by/4.0
dc.sourceModern American Journal of Linguistics, Education, and Pedagogy; Vol. 1 No. 9 (2025); 255-259
dc.source3067-7874
dc.subjectGamification, digital games, vocabulary learning, reading comprehension, EFL classrooms, and learner motivation.
dc.titleTHE EFFECTIVENESS OF DIGITAL GAMES IN ENGLISH AS A FOREIGN LANGUAGE (EFL) INSTRUCTION
dc.typeinfo:eu-repo/semantics/article
dc.typeinfo:eu-repo/semantics/publishedVersion
dc.typePeer-reviewed Article

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