DIGITAL GAME BASED LEARNING IN SECOND LANGUAGE ACQUISITION

dc.contributor.authorBadalova Muazzam Ali qizi
dc.date.accessioned2025-12-29T14:43:40Z
dc.date.issued2024-04-05
dc.description.abstractIn the process of language acquisition, digital games are regarded as one of the essential parts to develop collaborative learning and problem-solving skills. It is generally agreed that DGBL is an effective tool to motivate learners to obtain second language by fostering the learning process and make the lessons more enjoyable. Therefore, it has pedagogical and theoretical objectives to interact with students and keep balance between educational value and fun. To be more accurately, numerous researches have been investigated innumerable effects on using digital games during academic performance. In the past decades, the area of applying digital games has increased dramatically.
dc.formatapplication/pdf
dc.identifier.urihttps://webofjournals.com/index.php/3/article/view/1087
dc.identifier.urihttps://asianeducationindex.com/handle/123456789/22428
dc.language.isoeng
dc.publisherWeb of Journals Publishing
dc.relationhttps://webofjournals.com/index.php/3/article/view/1087/1055
dc.rightshttps://creativecommons.org/licenses/by-nc-nd/4.0
dc.sourceWeb of Discoveries: Journal of Analysis and Inventions; Vol. 2 No. 4 (2024): WOD; 5-8
dc.source2938-3773
dc.subjectDigital game based learning, Kahoot, Quizizz, Quizlet, educational purpose, productivity, game based approaches, cognitive development.
dc.titleDIGITAL GAME BASED LEARNING IN SECOND LANGUAGE ACQUISITION
dc.typeinfo:eu-repo/semantics/article
dc.typeinfo:eu-repo/semantics/publishedVersion
dc.typePeer-reviewed Article

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