Mysterious EmoGate

A.Saiman, Savina and Ahmad Shafian, Aina Fauziaa and Mohd Tambyzy, Nor Husna and Burhanuddin, Nursabirah Ainaa (2024) Mysterious EmoGate. Malaysia Journal of Invention and Innovation, 3 (1): 7. pp. 61-64. ISSN 2976-2170

Official URL: https://journal.academicapress.org/aps/index.php/m...

Identification Number (DOI): 10.64382/mjii.v3i1.66

Abstract

In today’s day and age, students face problems in structuring sentences appropriately, using low frequency words in their essays due to various factors. They have negative perceptions towards learning new vocabulary, and to make it worse, they feel afraid to explore new words. In this endeavor, they are only proficient at B1 and B2 levels, and they do not know how to distinguish words with similar spellings or pronunciations while reading or speaking. Thus, this game is aligned to meet the purpose and aim of making students learn low-frequency words effectively and much more easily. Needless to say, by playing this game, students can memorize low-frequency words, including their meanings and CEFR levels, as they gradually play the game. The impact of this innovation is that students were able to obtain C1 and C2 levels for reading. Apart from that, we have spread the use of our Mysterious EmoGate game to other students at our school and other schools, parents, and so on through links,QR codes, YouTube, and Telegram.

Metadata

Item Type: Article
Creators:
Creators
Email / ID Num.
A.Saiman, Savina
vinavin23@gmail.com
Ahmad Shafian, Aina Fauziaa
UNSPECIFIED
Mohd Tambyzy, Nor Husna
UNSPECIFIED
Burhanuddin, Nursabirah Ainaa
UNSPECIFIED
Subjects: L Education > LB Theory and practice of education > Teaching (Principles and practice) > Teaching aids and devices
P Language and Literature > PE English language > Study and teaching > Malaysia
Divisions: Universiti Teknologi MARA, Kelantan > Machang Campus > Faculty of Information Management
Journal or Publication Title: Malaysia Journal of Invention and Innovation
ISSN: 2976-2170
Volume: 3
Number: 1
Page Range: pp. 61-64
Related URLs:
Keywords: Educational games, English language, Second language acquisition
Date: 5 January 2024
URI: https://ir.uitm.edu.my/id/eprint/128331
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