Global Journal of Engineering and Technology Research (GJETR) · Research article · Open access
Gamified Framework of Language Literacy Based on Anthropomorphism Cultural Representation Game Design
Nur Atiqah Zaini, Ong Sing Ling, Khairunnisa Ibrahim
10 November 2026 · Vol. 2, Issue 11, pp. 679-692
DOI: 10.65150/EP-gjetr/V2E11/2026-04 (registration with Crossref in progress)
Download full text (PDF)Cite this article
What is this article about?
Digital game-based learning (DGBL) offers opportunities to support Malay language literacy among primary school students. However, designing digital learning games that address learners’ needs while incorporating appropriate game design elements and cultural representation remains a challenge.
Article at a glance
- Published
- 10 November 2026
- Volume / issue / pages
- Vol. 2, Issue 11, pp. 679-692
- ISSN
- 3051-3782 (online) · 3051-3774 (print)
- Licence
- CC BY 4.0 — free to read and reuse with attribution
- Peer review
- Double-blind, at least two independent reviewers
- Publisher
- EP Journals Group
Abstract
Digital game-based learning (DGBL) offers opportunities to support Malay language literacy among primary school students. However, designing digital learning games that address learners’ needs while incorporating appropriate game design elements and cultural representation remains a challenge. This study aims to develop a user-centred framework for Malay language literacy learning through culturally contextualized digital game design. The study involved 30 primary school students aged 7–9 years from private school in Sarawak. Data were collected through two experiments involving the use of existing digital learning games, observation, checklist evaluation, and ideation sketching. The qualitative data from the ideation activities were analysed thematically to identify learners’ design preferences. The findings highlighted preferences for anthropomorphic animal characters, a forestry-themed environment, vibrant colours, and reward elements such as badges. The findings, together with the analysis of existing games and relevant literature, informed the proposed framework and its user specifications. The framework integrates self-paced learning, game content, user interaction, cultural user interface design, innovative game design, feedback mechanisms, game mechanics, learnability, and user experience. This study contributes a user-centred and culturally contextualized design framework to guide the development of digital learning games for Malay language literacy. However, its effectiveness in improving students’ language proficiency requires further evaluation through prototype implementation and empirical testing
Keywords
- Game framework
- Game mechanisms
- Language learning
- Game design
Cite this article
Nur Atiqah Zaini, Ong Sing Ling, & Khairunnisa Ibrahim (2026). Gamified Framework of Language Literacy Based on Anthropomorphism Cultural Representation Game Design. Global Journal of Engineering and Technology Research, 2(11), 679-692. https://www.ep-journals.org/articles/gamified-framework-of-language-literacy-based-on-anthropomorphism-cultural-representation-03ab90fd
@article{Nur2026,
title = {Gamified Framework of Language Literacy Based on Anthropomorphism Cultural Representation Game Design},
author = {Nur Atiqah Zaini and Ong Sing Ling and Khairunnisa Ibrahim},
journal = {Global Journal of Engineering and Technology Research},
year = {2026},
volume = {2},
number = {11},
pages = {679-692},
url = {https://www.ep-journals.org/articles/gamified-framework-of-language-literacy-based-on-anthropomorphism-cultural-representation-03ab90fd}
}Published in Global Journal of Engineering and Technology Research (GJETR)
ISSN 3051-3782 (online) · 3051-3774 (print)
Questions about this article
Who wrote this article?
Nur Atiqah Zaini, Ong Sing Ling, Khairunnisa Ibrahim.
Where and when was it published?
In Global Journal of Engineering and Technology Research, Volume 2, Issue 11, pages 679-692, published by EP Journals Group on 10 November 2026.
Is this article free to read?
Yes. It is open access under a Creative Commons Attribution 4.0 (CC BY 4.0) licence, so anyone can read, share and reuse it with attribution.
What is the DOI of this article?
10.65150/EP-gjetr/V2E11/2026-04. Registration with Crossref is in progress.
How do I cite this article?
APA: Nur Atiqah Zaini, Ong Sing Ling, & Khairunnisa Ibrahim (2026). Gamified Framework of Language Literacy Based on Anthropomorphism Cultural Representation Game Design. Global Journal of Engineering and Technology Research, 2(11), 679-692. https://www.ep-journals.org/articles/gamified-framework-of-language-literacy-based-on-anthropomorphism-cultural-representation-03ab90fd
More research from GJETR
- Research article
Experimental Evaluation of a Photovoltaic Powered DC Heating System with Closed-Loop Temperature Control for a Hybrid Dryer
Authors: DARE Aderonke Adekemi, BABATUNDE Steven Emmanuel, Samuel Oghenenyerovwo ENOCHOGHENE, Olusegun Bola ADESINA
- Research article
Cebu Institute of Technology-University Information Technology Resources Management System (CIT-UITRMS)
Authors: Jonathan B. Pacaña, Dr. Redjie D. Arcadio
- Research article
A Technology Management Approach to Assessing Campus Physical Security: Efficiency, Effectiveness, And Acceptability in Selected Higher Education Institutions in Cebu Province
Authors: Edgardo C. Cagalitan, Redjie D. Arcadio
- Research article
Artificial Intelligence and Automation in Enterprise CRM Systems: A Systematic Review of Salesforce Governance, Operational Efficiency, And Customer Engagement in the Renewable Energy Sector
Authors: Abdullahi Olalekan Abdulkareem, Olabanji John Ogunyemi, Esther Uzoka, Toussida Fatah Tanguy Minoungou, Harouna Wendpanga Yann Christian Sankara, Chukwunonyelum Rosalyn Ezeako
- Research article
Optimized Deep Convolutional Networks for MRI Brain Tumor Classification and Segmentation: A Systematic Review
Authors: Maher Talal Al-Asaady
