Application of Fuzzy Delphi Method for Evaluating and Validating Gamification Learning Framework for Language Learning

Authors

Mohd Zahrul Bin Baharin

Faculty of Education, Social Science and Humanities, University Poly-Tech Malaysia, Kuala Lumpur, Cheras (Malaysia)

Johan @ Eddy Luaran

Faculty of Education, Universiti Teknologi MARA, Puncak Alam, Malaysia (Malaysia)

Ani Mazlina Dewi Mohamed

Faculty of Education, Universiti Teknologi MARA, Puncak Alam, Malaysia (Malaysia)

Hafizz Al-Amirrul Bin Mohd Zanial

Faculty of Education, Social Science and Humanities, University Poly-Tech Malaysia, Kuala Lumpur, Cheras (Malaysia)

Mohd Fitry Bin Yahya

Faculty of Education, Social Science and Humanities, University Poly-Tech Malaysia, Kuala Lumpur, Cheras (Malaysia)

Article Information

DOI: 10.47772/IJRISS.2025.91200285

Subject Category: Education

Volume/Issue: 9/12 | Page No: 3667-3680

Publication Timeline

Submitted: 2025-12-28

Accepted: 2026-01-03

Published: 2026-01-15

Abstract

This research aims to reach expert consensus and alignment regarding the validation of Gamification Learning Framework for Language Learning. This research employed two iterations of the Fuzzy Delphi Method (FDM) with a 7-point agreement scale to gather assessments from 20 experts across various fields, including technology, gamification, education, TESL, adult learning, mobile learning, communication, CALL, management, digital transformation, curriculum design, game creation, cybersecurity, and system architecture. The research instrument consists of 51 items, developed from two prior studies involving mixed methods and a systematic literature review. The data examined utilizing Triangular Fuzzy Number and the Defuzzification Process. The findings indicate that experts achieved consensus on 51 items in Round 1, and in Round 2, 50 of the 51 items received agreement from experts, and 44 out of 51 items received Threshold (d) values under 0.2. The research indicated that the consensus and agreement among experts exceeded 75% for majority of the elements, with a Threshold (d) value under 0.2 (d = < 0.2). The 44 items in the survey that met the Triangular Fuzzy Number requirements therefore received approval, while 7 items were rejected. This finding suggested that 44 items have achieved expert agreement and are therefore validated as essential elements and constructs in the gamification learning framework in language learning. FDM can incorporate specialized viewpoints to achieve agreement on validating the constructs, guaranteeing dependability and significance of the created items.

Keywords

Framework, Fuzzy Delphi, Gamification

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References

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