“…In any case, English is often considered dull and challenging to be acquired but could be exciting when fun approaches are implemented (Rahmani, 2020;Rafiq, Pazilah, Yunus, Hashim, & Sabri, 2019b (Desnenko, Pakhomova, Starostina, & Tokareva, 2021;Pektas & Kepceoglu, 2019). Gamification and gamebased learning are slightly different (Ding, Kim, & Orey, 2020), since gamification uses game design components in a non-game context, whereas the latter refers to the use of actual games (Welbers et al, 2019;Sanchez-Mena & Marti-Parreno, 2017). In the ESL classroom, gamified learning tools are used in softcopy and hardcopy to improve students' English proficiency (Rafiq et al, 2019a).…”