Ular Tangga Bijak Bahasa: A Gamified Constructivist Innovation for Malay Language Learning
| dc.citation.epage | 47 | |
| dc.citation.spage | 37 | |
| dc.citation.volume | - | |
| dc.contributor.author | Linawati Socradji | |
| dc.contributor.author | Fatimah Subet | |
| dc.contributor.author | Salbia Hassan | |
| dc.contributor.corporate | The International Virtual Competition of Creative & Innovative Idea (IVCCII) 2026, organised by MNNF Network | |
| dc.contributor.department | Faculty of Education, Language and Communication | |
| dc.date.accessioned | 2026-06-25T06:53:01Z | |
| dc.date.issued | 2026 | |
| dc.description.abstract | This study presents Ular Tangga Bijak Bahasa, a gamified constructivist innovation developed to enhance Malay language learning, particularly in morphology and syntax. Conventional grammar instruction in schools often relies on memorisation, drills, and teacher-centred approaches, resulting in low student motivation, weak conceptual understanding, and limited classroom participation. To address these challenges, the traditional snakes-and-ladders game was adapted into an interactive educational tool integrating gamification elements such as levels, rewards, progression, and immediate feedback with constructivist principles including collaboration, scaffolding, and active participation. The innovation was developed using the Design and Development Research (DDR) approach proposed by Richey and Klein (2007), involving needs analysis, product design and development, and pilot implementation. The game set consisted of a laminated A4 game board, 100-tiered question cards, coloured tokens, dice, and a teacher guidebook. Questions were organised into three progressive levels: morphology, syntax, and proverbs and wise sayings. Pilot implementation among secondary school students demonstrated encouraging findings, including a 45% improvement in morphology mastery, 95% positive student enjoyment, and 88% teacher satisfaction. The findings suggest that repeated exposure to grammatical concepts through collaborative gameplay enhanced students’ motivation, participation, memory retention, and conceptual understanding. In addition, the innovation promoted 21st-century learning competencies such as communication, collaboration, critical thinking, and problem-solving. Due to its low cost, reusability, and practical classroom application, Ular Tangga Bijak Bahasa demonstrates strong potential as a scalable and impactful teaching aid for Malay language education. | |
| dc.description.references | Uncontrolled Keywords: Gamification, Constructivism, Malay Language Learning, Morphology, Educational Innovation. | |
| dc.description.status | Published | |
| dc.identifier.citation | Socradji, L., Subet, F., & Hassan, S. (2026). Ular Tangga Bijak Bahasa: A Gamified Constructivist Innovation for Malay Language Learning. In IVCCII 2026 : Compilation of Extended Abstract (pp. 37-47). MNNF Publisher. | |
| dc.identifier.email | hsalbia@unimas.my | |
| dc.identifier.uri | https://www.mnnfnetwork.com/ivccii.html | |
| dc.identifier.uri | https://scholarhub.unimas.my/handle/123456789/975 | |
| dc.publisher | MNNF Publisher | |
| dc.relation.ispartof | IVCCII 2026 : Compilation of Extended Abstract | |
| dc.relation.ispartofseries | INTERNATIONAL VIRTUAL COMPETITION OF CREATIVE & INNOVATIVE IDEA | |
| dc.title | Ular Tangga Bijak Bahasa: A Gamified Constructivist Innovation for Malay Language Learning | |
| dc.type.status | Yes |
