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AECT 2022 Convention Page
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The application of digital game-based learning (DGBL) in English as a second language (ESL) learning is highly valued. However, the effectiveness of current DGBL research shows mixed results. This presentation reviews the design and learning outcomes regarding DGBL-supported ESL learning in higher education. The findings reveal a lack of attention to affective domain of learning and need to improve DGBL design strategies. Suggestions for deeper learning and better affective outcomes are proposed for further research.