DIGITAL GAMIFICATION IN ENGLISH LANGUAGE EDUCATION: A SYSTEMATIC REVIEW RESEARCH FROM 2020 TO 2025

Authors

  • Pham Xuan Tung

Keywords:

Digital Gamification, ESL, Gather.Town, Wordwall, Kahoot, Quizizz, Padlet, Online Learning, Engagement, Learning Outcomes

Abstract

This review gathers international, peer-reviewed research from 2020 to 2025, focusing
on Gather.Town and Wordwall, as well as well-known platforms like Kahoot!, Quizizz, Padlet, and
Socrative. The findings show that digital gamification substantially increases student participation, skill
development, and positive attitudes, particularly when combining different platforms to create engaging
learning environments. Challenges still exist regarding sustainability, access, and teacher training. This
review highlights research gaps and suggests future directions for enhancing gamified learning in English
language education.

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Author Biography

  • Pham Xuan Tung

    Author, Vietnam National University of Agriculture, Vietnam

Published

2025-08-15