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Abstract of paper:
To address this void by reviewing previous research on learning methods, persuasive technologies for educational and medical applications, and delivery guideline. The goal is to set guidelines in developing an educational gaming guideline for English language learning. This study is divided in three stages: literature review, discussion of open issues and challenges, and recommendation of guidelines.
Introduction of paper:
The English language is the globally accepted and preferred language in many fields. Consequently, many countries strive to develop educational systems to improve student learning of the English language [1]. However, when learning English, students encounter many problems, such as motivation, culture, absenteeism, and lack of trained teachers.
Attachment:- Paper.rar