Alsswey, A., Alobaydi, B. A., & Alqudah, A. M. A. (2024). The Effect of Game-Based Technology on Students’ Learning Anxiety, Motivation, Engagement and Learning Experience: Case Study Kahoot! International Journal of Religion, 5(3), 137–145. https://doi.org/10.61707/565z9c91

Chodija, I. T., & Umam, L. H. (2022). Teachers’ Perception towards Difficulties in Teaching and Learning EFL Grammar. 1(1).
Dicheva, D., Dichev, C., Agre, G., & Angelova, G. (2014). Gamification in Education: A Systematic Mapping Study. 18(3), 75–88.

Esteban, A. J. (2024). Theories, Principles, and Game Elements that Support Digital Game-Based Language Learning (DGBLL): A Systematic Review. International Journal of Learning, Teaching and Educational Research, 23(3), 1–22. https://doi.org/10.26803/ijlter.23.3.1

Hadi, M. W., & -, M.-. (2022). Teaching Simple Structure by Using Snakes and Ladders Games to Improve Students’ Speaking Skill. JUPE : Jurnal Pendidikan Mandala, 7(4). https://doi.org/10.58258/jupe.v7i4.4370

Hanafiah, W. O. (2022). Conventional Teaching and an Interactive-Based Teaching Methods to adjust Learners’ Grammar and Speaking Competence in English Classrooms: A Comparative Study for effectiveness methods in learning. Eduvelop: Journal of English Education and Development, 6(1), 79–92. https://doi.org/10.31605/eduvelop.v6i1.1957

Hayuningtyas, N. (2023). The Implementation of Snake and Ladder Game in Teaching Speaking: The Advantages and The Disadvantages. CREW Journal, 1(2). https://doi.org/10.35719/crewjournal.v1i2.1785

Iqbal, J., Akbar, M., & Ahmad, M. (2017). Problems in Teaching Grammar to English Learners at Secondary Level. 1(1).

Jihad, A. (2021). Improving Students’ Understanding On Simple Present Tense Through Auction Grammar Game At The Eighth Grade Students Of Smp Katolik Belibis Makassar. ETERNAL (English Teaching Journal), 12(1). https://doi.org/10.26877/eternal.v12i1.8300

Jumayeva, M., & Shukhratovna, M. (2022). Effective Methods Of Learning English Grammar. https://doi.org/10.5281/zenodo.7368578

Li, Y., Chen, D., & Deng, X. (2024). The impact of digital educational games on student’s motivation for learning: The mediating effect of learning engagement and the moderating effect of the digital environment. PLOS ONE, 19(1), e0294350. https://doi.org/10.1371/journal.pone.0294350

Sale, F. (2021). The Effect of Snake and Ladder Board Game on Students’ Grammar Achievement; A Case of SMPN 11 Kendari. 6(1).

Sugiyono. (2017). Metode penelitian pendidikan (pendekatan kuantitatif, kualitatif, dan R&D Educational research methods (quantitative, qualitative and R&D approaches) (25th ed.). Alfabeta.

Suradin, F. N., Ali, S. W., & Bay, I. W. (2022). Students’ Perspectives Toward Grammar Teaching Methods in English Language Education Study Program. Ideas: Jurnal Pendidikan, Sosial, Dan Budaya, 8(4), 1299. https://doi.org/10.32884/ideas.v8i4.1050

Susilawati, E., & Salam, U. (2022). The Use Of Board Game In Teaching Simple Present Tense. Jurnal Pendidikan Dan Pembelajaran Khatulistiwa (JPPK), 11, 2911–2919. https://doi.org/10.26418/jppk.v11i11.59630

Triani, D., Adawiah, R. ., & Afdaliah, N. (2023). The Use of Snakes and Ladders Game to Improve Studentsâ€™ Grammar at the Second Grade of Mts DDi Baru. Borneo Educational Journal (Borju), 5(2), 220–231. https://doi.org/10.24903/bej.v5i2.1333