Rajang River Run: Improving Vocabulary Acquisition Among Young Learners through Gamified Storytelling

Stephanie Lawas James, Farah Nadia Jaidil, Izzati Suffiah Muhammad Amin Faudzi, Nazira Roslee, Nur' Zahra Su'aidi
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Abstract

Due to its significance and prominence in Malaysian culture, English is taught and learned as a second language. Along with transforming the Malaysian education system towards the better, innovative teaching approaches are necessary to assist learners in learning English as their second language in schools. In this study, a flash card game was designed and developed to encourage primary school learners to learn vocabulary and improve their reading skills. It is inspired by the culture and lifestyle of the people in Sarawak, and it is named Rajang River Run. The use of flashcard games as a game-based learning and storytelling approach to acquire new vocabulary, construct engaging sentences, and increase students' motivation was examined in this study. This study was conducted at a national government-funded public primary school in Putrajaya, Malaysia, involving 15 Primary one students that were used as the target participants in this research. The game design thinking approach was employed to develop the game, which acts as a guide to scaffold creativity and collaboration. The study implemented an observation checklist derived from the Revised Conceptual Model of Academic Success for data collection. Findings demonstrated that learning through the Rajang River Run could boost pupils' capacity and desire to learn new words. The implication of this study suggested that gamified learning, such as gamified narrative, increased players' motivation to play the game. The participants' memory retention and attentiveness have improved due to the supportive and engaging setting.    
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Rajang River Run:通过游戏化讲故事提高年轻学习者的词汇习得
由于英语在马来西亚文化中的重要性和突出地位,英语被作为第二语言教授和学习。随着马来西亚教育体系向更好的方向转变,创新的教学方法是必要的,以帮助学习者在学校学习英语作为第二语言。本研究设计并开发了一款闪存卡游戏,鼓励小学生学习词汇,提高阅读能力。它的灵感来自沙捞越人民的文化和生活方式,它被命名为拉让河跑。本研究考察了利用抽认卡游戏作为一种基于游戏的学习和讲故事的方法来获取新词汇,构建引人入胜的句子,并提高学生的学习动机。本研究在马来西亚普特拉贾亚的一所国家政府资助的公立小学进行,涉及15名小学一年级学生作为本研究的目标参与者。游戏设计思维方法被运用到游戏的开发中,这是一种支撑创造力和协作的指南。本研究采用了一份来自修订后的学业成功概念模型的观察清单来收集数据。研究结果表明,通过拉让河跑步学习可以提高学生学习新单词的能力和愿望。这项研究表明,游戏化学习,如游戏化叙述,增加了玩家玩游戏的动机。参与者的记忆保留和注意力得到了改善,由于支持和参与的设置。
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