Proverb Quest: A Gamification-Based Mobile Application for Learning Malay–English Proverbs

Authors

Anealka Aziz

Academy of Language Studies, Universiti Teknologi MARA, Shah Alam, Selangor, Malaysia (Malaysia)

Haida Umiera Hashim

Academy of Language Studies, Universiti Teknologi MARA, Shah Alam, Selangor, Malaysia (Malaysia)

Fitri Nurul’Ain Nordin

Academy of Language Studies, Universiti Teknologi MARA, Shah Alam, Selangor, Malaysia (Malaysia)

Norhazlina Husin

Academy of Language Studies, Universiti Teknologi MARA, Shah Alam, Selangor, Malaysia (Malaysia)

Noorfarida Filzah Mohd Sobri Paridaluddin

Academy of Language Studies, Universiti Teknologi MARA, Shah Alam, Selangor, Malaysia (Malaysia)

Article Information

DOI: 10.47772/IJRISS.2026.100701166

Subject Category: Education

Volume/Issue: 10/7 | Page No: 17023-17027

Publication Timeline

Submitted: 2026-07-29

Accepted: 2026-08-03

Published: 2026-08-24

Abstract

The declining mastery of Malay proverbs among younger generations has become a growing concern due to limited cultural exposure, the figurative nature of proverbs, and the predominance of conventional teaching approaches that often fail to engage digital-native learners. As important carriers of cultural identity, moral values, and local wisdom, Malay proverbs play a significant role in preserving the nation's linguistic heritage. This study introduces Proverb Quest, a gamification-based mobile application designed to promote the learning of Malay–English proverbs through interactive digital experiences. Developed using the Design Thinking approach, the application comprises five phases: Empathize, Define, Ideate, Prototype, and Test. The application integrates gamification features such as interactive quizzes, star rewards, achievement badges, and progressive learning levels to enhance learner motivation and engagement. It is organised into four thematic modules, Nature, Family, Wisdom, and Life, with each Malay proverb accompanied by explanations, equivalent English proverbs, intercultural comparisons, and formative quizzes. Preliminary testing with student users indicated that the application was well received in terms of usability, engagement, and educational value. The bilingual approach not only improved learners' understanding of proverb meanings but also strengthened intercultural awareness by highlighting similarities and differences between Malay and English expressions. Furthermore, the thematic organisation enabled students to relate traditional wisdom to contemporary life, making learning more meaningful and contextualised. Overall, Proverb Quest demonstrates the potential of combining gamification, bilingual learning, and cultural heritage preservation to enhance language education in the digital era. The innovation also offers promising opportunities for wider educational implementation and future commercialisation within digital learning platforms.

Keywords

Malay Proverbs, Gamification, Bilingualism, Digital Learning, Language Preservation

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References

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