1. Akinsola, M. (2007). The effect of stimulation-games environment on students’ achievements in and attitudes to math in secondary school. The Turkish Online Journal of Educational Technology, 6(3). Retrieved October 13, 2020, from https://files.eric.ed.gov/fulltext/ED500054.pdf
2. Amr, K. (2012). Learning through games: Essential features of an educational game. Doctoral dissertation, Syracuse University, New York, USA. Retrieved December 4, 2019, from https://surface.syr.edu/cgi/viewcontent.cgi?article=1055&context=idde_etd
3. Abbas, B., & Muhamid, H. (2016). The effect of using educational games on the achievement of second-grade intermediate students in the subject of Arabic grammar. Journal of Human Sciences, 23(4), 1–15.
4. Alkhafaf, I. (2010). Games are Modern Teaching Strategies. Dar Almanahij for publishing and distribution. 2nd Edition, Amman, Jordan.
5. Basuki, Y & Hidayati, Y. (2019). Kahoot! Or Quizizz: The students’ perspectives. Proceedings of the 3rd English Language and Literature International Conference, ELLiC, 27th April 2019, Semarang, Indonesia.