READO-GRAM 2.0: learning reading skills through games

Sheikh Mohammad, Sitti Hawa and Punding, Azlan Yusof and Abu Bakar, Nur Ain (2023) READO-GRAM 2.0: learning reading skills through games. APS Proceedings, 8 (1): 36. pp. 242-246. ISSN 003428568-X
Abstract

In the present day, there is a call for innovation in teaching and learning, and learning languages is no exception. Students nowadays are technologically advanced, so they crave for a learning experience that is fun and engaging. So, for teachers, the use of gamification or game-based learning has garnered an interest due to its easyto-navigate features, interesting interface, and the gaming element itself; the borrowing of certain gaming principles and applying it to real-life settings to engage users. READO-GRAM 2.0 is a game-based application that lets students answer reading comprehension questions in a fun and engaging way. It is student-paced; questions appear at each of the screen. Then, students answer the questions at the given time, and they get to review the questions at the end of each quiz. Moreover, students can also view memes and collect power-ups so that these power-ups can be used to answer certain questions they missed or answered wrongly. They can play READO-GRAM 2.0 via laptops, computers, smartphones, or tablets. Read-o-quiz can be played by students ranging from secondary schools, university students, or even professionals taking English language courses. READO-GRAM 2.0 is free and can be accessible freely by those who need it. It can be used by students and instructor/teacher/lecturer of secondary schools, universities, and professionals taking English language courses.

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