MUHAMAD HAKEEF AMSYAR BIN KIFLI SK GAS , SANDAKAN
Abstract
GoRaS (Game On, Roll and Spell)
Spelling proficiency is essential for developing pupils' writing accuracy and overall English language competency. However, many Year 6 pupils, particularly those with low to intermediate proficiency, continue to face difficulties in answering the spelling section of English assessments. This innovation introduces GoRaS (Game On, Roll and Spell), a gamified learning tool designed to improve pupils' spelling accuracy through an interactive board game enhanced with QR codes and artificial intelligence (AI). The innovation combines the excitement of a Snake and Ladder-inspired game with digital learning elements, allowing pupils to access pronunciation audio, spelling hints, and immediate feedback by scanning QR codes. AI further supports personalised learning by providing explanations and reinforcement activities.
The effectiveness of GoRaS was evaluated with 25 Year 6 pupils over a three-week intervention using a pre-test and post-test design, supported by classroom observations and pupil feedback. The findings indicated a notable improvement in spelling performance, with pupils demonstrating higher achievement, increased engagement, and greater confidence during English lessons. Classroom observations revealed active participation, collaborative learning, and sustained motivation, while pupil feedback showed that the game-based approach made spelling practice more enjoyable and meaningful.
GoRaS successfully integrates gamification, AI, and QR technology to create a learner-centred environment that promotes active learning, independent practice, and immediate reinforcement. The innovation is cost-effective, easy to implement, and adaptable for various English language topics and proficiency levels. It supports the aspirations of the Malaysia Education Blueprint by encouraging meaningful technology integration and 21st-century learning practices. GoRaS offers educators a practical and engaging alternative to traditional spelling instruction, contributing to improved language learning outcomes in primary classrooms.
Keywords: Gamification, GoRaS, Spelling, English Language, QR Code, Artificial Intelligence (AI), Primary Education, Year 6, 21st Century Learning.