Magical Wordland and Exploding Grammar

Magical Wordland and Exploding Grammar is an interactive and imaginative flashcard game that aims to support children’s passion for language and their quest for learning. The primary objectives of this project are to design a game-based flashcard system for ESL learners aged 6 to 11 years old by incorporating gaming elements such as designs based on Trading Card Games (TCG) and Health Points (HP) to make language learning engaging and motivating while also improving grammar comprehension and vocabulary development through interactive and socially engaging gameplay. This set of grammar flashcards offers a more fun and engaging experience compared to the simple and monotonous ones available on the market. Each flashcard in the set is designed with different HP values to encourage children to stay motivated and socialise more with their friends and families as they "level up" together while learning and mastering new vocabulary and grammar concepts. The flashcards were developed using insights gathered from surveys with parents, teachers, siblings, guardians, and the general public, alongside field observations conducted at multiple bookshops to analyse existing flashcard products. These observations offered insightful notes on aspects of the design and market trends, ensuring the flashcards' relevancy and appeal. This study highlights the potential of how gamified tools can make learning more fun and collaborative while encouraging educational growth and family engagement.

Publication Details

Journal
UiTM Institutional Repositories (Universiti Teknologi MARA)
Published
2025-09-01
Primary Topic
Educational Games and Gamification
Type
article
Field-Weighted Citation Impact
0.00
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article

Magical Wordland and Exploding Grammar

UiTM Institutional Repositories (Universiti Teknologi MARA)
Educational Games and Gamification
article

Magical Wordland and Exploding Grammar

article en

Abstract

Magical Wordland and Exploding Grammar is an interactive and imaginative flashcard game that aims to support children’s passion for language and their quest for learning. The primary objectives of this project are to design a game-based flashcard system for ESL learners aged 6 to 11 years old by incorporating gaming elements such as designs based on Trading Card Games (TCG) and Health Points (HP) to make language learning engaging and motivating while also improving grammar comprehension and vocabulary development through interactive and socially engaging gameplay. This set of grammar flashcards offers a more fun and engaging experience compared to the simple and monotonous ones available on the market. Each flashcard in the set is designed with different HP values to encourage children to stay motivated and socialise more with their friends and families as they "level up" together while learning and mastering new vocabulary and grammar concepts. The flashcards were developed using insights gathered from surveys with parents, teachers, siblings, guardians, and the general public, alongside field observations conducted at multiple bookshops to analyse existing flashcard products. These observations offered insightful notes on aspects of the design and market trends, ensuring the flashcards' relevancy and appeal. This study highlights the potential of how gamified tools can make learning more fun and collaborative while encouraging educational growth and family engagement.

UiTM Institutional Repositories (Universiti Teknologi MARA)
Quality Education
Openalex Percentile: Top 33%
Educational Games and Gamification
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