Keywords: Digital game-based learning (DGBL), second language acquisition
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* Rakhmatullayeva Dilobar Erkinovna Master of Arts in Teaching English as aSecond Language Specialized School in the System of the Agency of Specialized Educational Institutions +998999382780 firstname.lastname@example.org
* Digital game-based learning (DGBL) is widely used for the aim of achieving anticipated learning outcomes. However, it is an undeniable fact that organizing interactive classroom environment is likely to be difficult, since we have begun to utilize these new method recently. It is argued that providing students with videogames in various reasons and context such as improving reading, listening, increasing willingness to communicate, or writing messages, learning and memorizing vocabulary is the best way to interact and collaborate in particular field Tolias, Exadaktylos, & Slattery, (2004).
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