[1]
“Gamification in the EFL Classroom: Enhancing Learner Engagement and Language Proficiency through Digital Game-Based Learning”, ICMDPL, vol. 2, no. 4, pp. 10–12, May 2025, Accessed: Jun. 17, 2026. [Online]. Available: https://universalconference.us/index.php/icmdpl/article/view/4348