Abstract
In the Malaysian primary school context, enhancing English language learning continues to be a key priority, particularly in fostering vocabulary development, creativity, and student engagement. Conventional classroom strategies often fall short in meeting the needs of digital-native learners, who benefit more from interactive and visually rich experiences. To bridge this gap, Emoji Story Quest was developed as a gamified and collaborative storytelling tool that supports language acquisition through creative expression and digital literacy. This innovation integrates two core components: Moji Moji, an emoji-based guessing game, and the Story Wheel, which provides vocabulary prompts to guide students in building original narratives. By combining vocabulary learning with visual decoding and group-based storytelling tasks, the platform nurtures critical thinking, social interaction, and imaginative language use. It differentiates itself through its emphasis on student agency and engagement, encouraging learners to construct meaning in context and express themselves with confidence. Emoji Story Quest also aligns with the goals of inclusive education by catering to various learning styles and proficiency levels. Its flexible design makes it suitable for both physical and digital classroom settings, with strong potential for integration into wider educational initiatives. Overall, this innovation represents a creative, student-centered approach to English language learning—supporting 21st-century skills and enriching the language learning experience in fun, meaningful ways.
Metadata
Item Type: | Book Section |
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Creators: | Creators Email / ID Num. Sivaraja, Harishni UNSPECIFIED Ganesan, Harsshini UNSPECIFIED Sheik Dawood, Nur Syazana Faridah UNSPECIFIED Balasandran, Sangari UNSPECIFIED Kandasamy, Moganashwari UNSPECIFIED |
Subjects: | A General Works > Academies and learned societies (General) |
Divisions: | Universiti Teknologi MARA, Negeri Sembilan > Seremban Campus |
Page Range: | pp. 331-335 |
Keywords: | Vocabulary, emoji, storytelling, gamification, digital literacy |
Date: | 2025 |
URI: | https://ir.uitm.edu.my/id/eprint/119899 |