Game-Based Learning in ESL Context: A Systematic Literature Review (2020-2024)
Keywords:
Game-Based Platforms, Gamified Learning, English As A Second Language (ESL), Online Platforms, Language SkillsAbstract
Game-based learning is a well-known trend in education, which provides an interesting strategy for teaching English as a second language (ESL). However, it might be difficult for educators to choose the best game-based learning platform for their students, especially Generation Z, who are easily distracted by their phones and rapidly lose interest. Thus, this review systematically identifies the types of gaming platforms utilized and language skills that are prioritized for English as a second language (ESL) acquisition. 24 articles out of 145 from 2020 to 2024 were extracted using three databases such as Scopus, Web of Science (WoS), and Educational Resources Information Centre (ERIC) with the application of exclusion and inclusion criteria. The findings revealed that the most widely used approach of gamifying education is through the implementation of online platforms like Quizizz and Kahoot, where grammar and vocabulary are taught naturally and practiced with other language skills rather than separately. The results of the selected articles showed that game-based learning environments increase ESL students' interest and engagement while also assisting them in acquiring particular skills successfully. However, most research on gamified platforms in ESL acquisition focused on college and university students. undoubtedly creates a new path for future research.