Grammar adventure

Mohd Azrul, Nur Damia Sorfina and Norizam, Qistina Amsyara and Mohd Fairul Nizam, Nur Anis Insyirah and Ahmad Badrulhisham, Aina Sofiya and Kandasamy, Moganashwari (2025) Grammar adventure. In: Innovation in action: turning ideas into reality. Universiti Teknologi MARA, Negeri Sembilan, pp. 73-77. ISBN 9786299595304
Abstract

Gamification in education has proven effective in enhancing student engagement, motivation, and knowledge retention, particularly in developing foundational language skills. In Malaysia, the Standard Kualiti Pendidikan Malaysia (SKPMg2) emphasizes the need for innovative and inclusive teaching methods that accommodate diverse learning needs. Grammar Adventure addresses this by using the Roblox platform to deliver an immersive learning experience focused on teaching adjectives to Year 1–3 students. Aligned with the national curriculum, the game features scaffolded levels, real-time feedback, and teacher analytics tools, creating an adaptive and collaborative environment for both students and educators. The game also supports educational equity through offline functionality and minimal technical requirements, making it accessible to under-resourced schools. With planned integration into Malaysia’s DELIMa platform, Grammar Adventure illustrates the potential of game-based learning to transform grammar instruction in primary education while remaining scalable, inclusive, and curriculum-aligned.

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