LingoActive 2.0: Transforming Italian Grammar Learning through Interactive Play and Physical Exercise

Authors

Suhardi bin Kram

Faculty of Sports Science and Recreation, UiTM Samarahan Sarawak, Malaysia (Malaysia)

Piermauro Catarinella

Academy of Language Studies, UiTM Shah Alam Selangor, Malaysia (Malaysia)

Cyndra Robert Budull

Faculty of Sports Science and Recreation, UiTM Samarahan Sarawak, Malaysia (Malaysia)

Adjullea James

Faculty of Sports Science and Recreation, UiTM Samarahan Sarawak, Malaysia (Malaysia)

Theresa Ahing

Faculty of Sports Science and Recreation, UiTM Samarahan Sarawak, Malaysia (Malaysia)

Asmalini binti Che Abu Shafie

Faculty of Sports Science and Recreation, UiTM Samarahan Sarawak, Malaysia (Malaysia)

Article Information

DOI: 10.47772/IJRISS.2025.925ILEIID000046

Subject Category: Education

Volume/Issue: 9/25 | Page No: 253-257

Publication Timeline

Submitted: 2025-09-23

Accepted: 2025-09-30

Published: 2025-11-05

Abstract

In today’s fast-paced digital era, integrating education, physical activity, and entertainment is essential. Lingo Active 2.0 builds on the success of its award-winning predecessor, LingoActive 1.0 (Gold Medal, i-SPIKE 2023), by retaining its interactive, game-based approach while focusing more on fundamental Italian grammar, including nouns, plurals, and the verb “to be.” Designed for UiTM students in Basic Italian Level 1 (TIC401), the tool addresses common challenges in recalling grammar and vocabulary. A semester survey and exam results showed significant improvements: of 54 students, 85% scored A range (A+, A, A-), confirming its effectiveness. Players progress by answering grammar-based questions while performing physical exercises, creating a fun, holistic learning experience that strengthens both mind and body. Building on this success, future efforts for LingoActive 3.0 will focus on digitalizing the board game into a mobile application, making learning more accessible, trendy, and convenient while ensuring long-term engagement and language retention.

Keywords

Educational innovation, Game-based learning

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References

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