Castillo-Cuesta, L. (2022). Using genially games for enhancing EFL reading and writing skills in online education. International Journal of Learning, Teaching and Educational Research, 21(1), 340-354.
Saputri, D. M. A., Widodo, J. P., & Wibowo, S. (2024). The Effect Of Genially Website-Based Gamification Media On History Learning Motivation. Santhet (Jurnal Sejarah Pendidikan Dan Humaniora), 8(2), 1320-1326.
CasaƱ-Pitarch, R. (2018). An approach to digital game-based learning: Video-games principles and applications in foreign language learning. Journal of Language Teaching and Research (Online), 9(6), 1147-1159.
Xu, Z., Chen, Z., Eutsler, L., Geng, Z., & Kogut, A. (2020). A scoping review of digital game-based technology on English language learning. Educational Technology Research and Development, 68(3), 877-904.
Ghani, M. T. A., & Daud, W. A. A. W. (2023). The impact of digital game-based learning towards Arabic language communication. Jurnal Komunikasi: Malaysian Journal of Communication.
Pivec, P. (2009). Game-based learning or game-based teaching. British Educational Communications and Technology Agency (BECTA), corp creator.
Arumugum, L., Thamburaj, K. P., & Ramasamy, S. (2023). Teaching Thirukkural using Memes to Malaysian Tamil Secondary School Students. Journal of Valartamil, 4(2), 36-42.
Ponniah, Kartheges, et al. "The impact of hybrid learning in educating Tamil educator and learner relationship." International Journal of Advanced and Applied Sciences 10 (2023): 102-107.