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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)

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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

Journal
Global Journal of Engineering and Technology Research (GJETR)
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

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
BibTeX
@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)

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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

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