Abstract
The purpose of the thesis is to analyze the effectiveness of integrating digital technologies into the English language learning process in secondary schools. The paper examines the advantages of using online platforms, interactive applications, and digital resources, and explores the possibilities of using gamified online platforms (Kahoot, Wordwall, Quizlet) in English language learning in secondary schools. It is shown that game mechanics (competition, instant feedback, and elements of gamification) increase students' motivation and help them reinforce their vocabulary and grammar knowledge. At the same time, the following limitations were identified: superficial learning, a lack of productive activities, and dependence on technical conditions. The article concludes that it is necessary to integrate game resources into combined learning models