Students’ Perceptions of a Multilingual Game-Based Language Programme in a Festival-Based Non-Formal Learning Context

Authors

Norshida Hashim

Academy of Language Studies, Universiti Teknologi MARA Cawangan Negeri Sembilan, Kampus Kuala Pilah, Negeri Sembilan, Malaysia (Malaysia)

Anis Shahira Bazlan

Academy of Language Studies, Universiti Teknologi MARA Cawangan Negeri Sembilan, Kampus Kuala Pilah, Negeri Sembilan, Malaysia (Malaysia)

Syahirah Almuddin

Academy of Language Studies, Universiti Teknologi MARA Cawangan Negeri Sembilan, Kampus Kuala Pilah, Negeri Sembilan, Malaysia (Malaysia)

Nurulnabilah Abdul Aziz

Academy of Language Studies, Universiti Teknologi MARA Cawangan Negeri Sembilan, Kampus Kuala Pilah, Negeri Sembilan, Malaysia (Malaysia)

Ong Woon Chuan

Academy of Language Studies, Universiti Teknologi MARA Cawangan Negeri Sembilan, Kampus Seremban, Negeri Sembilan, Malaysia (Malaysia)

Kamaruzaman Zali

Academy of Language Studies, Universiti Teknologi MARA Cawangan Negeri Sembilan, Kampus Kuala Pilah, Negeri Sembilan, Malaysia (Malaysia)

Article Information

DOI: 10.47772/IJRISS.2026.102100143

Subject Category: Education

Volume/Issue: 10/21 | Page No: 1723-1734

Publication Timeline

Submitted: 2026-09-02

Accepted: 2026-09-07

Published: 2026-10-02

Abstract

Game-based learning provides opportunities for students to engage with languages through interaction, challenge and collaboration beyond conventional classroom instruction. Although previous studies have reported favourable perceptions of language games, much of the existing research has focused on a single target language, particularly English. Less attention has been given to multilingual game-based programmes that integrate several languages within the same non-formal learning experience. Thus, this study examined students’ perceptions of a multilingual game-based language programme implemented during Lingua Fusion Day at a Malaysian public university. The programme integrated English, Arabic and Mandarin activities through interactive, collaborative and competitive games. A quantitative cross-sectional survey design was employed, involving 85 participants who completed a post-programme questionnaire. The data were analysed using descriptive statistics and reliability analysis. The two questionnaire constructs demonstrated excellent internal consistency (Cronbach’s alpha = .911 and .969). Participants rated the programme’s relevance to their language competency most highly (M = 4.73, SD = 0.50). All ten items assessing motivation, confidence, engagement, and critical thinking received high mean scores (M = 4.28–4.45), learning outside the classroom received the highest rating (M = 4.45, SD = 0.59), followed by engagement through language games (M = 4.42, SD = 0.61). These findings indicate favourable perceptions of the programme overall. The study provides insights into how students experience multilingual game-based learning beyond the classroom, informing the design of language enrichment programmes that respond to learners’ motivational, social and cognitive needs.

Keywords

game-based language learning; multilingual learning; non-formal learning; learner perceptions; language festival; higher education

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