JS1911: Ez English Mobile Application

KUGANYAH A/P NADARAJAN SJK (T) SELAMA

VIC25 | Junior Scientist

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English language learning remains a significant challenge in rural Malaysian schools, where students often lack access to engaging and accessible educational tools. This study investigates whether a mobile application built on gamified learning principles can improve English proficiency and enhance learning motivation among primary school students in rural settings. The hypothesis driving this research is that gamified mobile learning, when aligned with curriculum standards, can increase student interest, participation, and understanding of English vocabulary and grammar.

The mobile application developed, Ezy English, was designed using the ADDIE instructional design model and features four core modules: Vocabulary, Grammar, Storytelling, and Listening Practice. Gamification elements such as interactive quizzes, leaderboards, and rewards were integrated to make learning enjoyable and competitive. The app was piloted with 30 students aged 9–12 at SJK (T) Selama, a rural primary school in Perak. A pre-test and post-test methodology was used to measure learning outcomes, alongside feedback surveys and interviews to evaluate user experience.

Quantitative analysis showed a 35% improvement in test scores after two weeks of app usage (from 41% to 76%). Qualitative feedback revealed that students found the app enjoyable, easy to use, and more effective than traditional textbook learning. Notably, 87% of students expressed a preference for mobile-based learning, and teachers observed increased classroom engagement.

The findings confirm that gamified learning is an effective strategy for promoting English literacy in rural school environments. By transforming traditional learning into a fun, interactive experience, Ezy English demonstrates that mobile technology can serve as a practical, scalable solution for enhancing education equity in under-resourced communities. Future enhancements may include more AI features, but the core impact lies in making learning enjoyable and accessible through gamification.

Keywords: Gamified Learning, English Literacy, Mobile Learning, Rural Education, ADDIE Model, Ezy English, SJK (T) Selama, Vocabulary Acquisition, Educational Technology