The overarching purpose of this paper is guided by the assumption that deploying digital-based learning games as an instruction tool for teaching English as a second language is likely to have a positive impact on student motivation and learning comprehension. This paper discusses the use of Digital-based learning games in ESL classrooms and its implication on adolescence learner's motivation and academic performance. Included works in this paper will investigate features of E-learning games including different sources and types available for teaching foreign language while also exploring potential benefits and drawbacks to this approach that can be considered when deciding to implement digital games in ESL classrooms. Based on these overarching research goals, the present observations suggest that despite the limitations associated with the use of digital-based learning games, it can be effective when applied according to specific rules. Keywords: Adolescence, Digital-based Learning games, ESL, Motivation, Strategies. |