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ILEIID 2025 | International Journal of Research and Innovation in Social Science (IJRISS)
ISSN: 2454-6186 | DOI: 10.47772/IJRISS
Special Issue | Volume IX Issue XXV October 2025
MOVE (Motivational Outdoor Vocabulary Engagement): An
Innovative Approach to Vocabulary Retention and Motivation with
Digital Support
1
Noor Durrah Farahi Alias,
*2
Alyani Ayub,
3
Noraini Mohd. Satta,
4
Nurul Ain Chua Abdullah
1,2,3,4
University Malaysia Terengganu
*Corresponding Author
DOI: https://dx.doi.org/10.47772/IJRISS.2025.925ILEIID000031
Received: 23 September 2025; Accepted: 30 September 2025; Published: 05 November 2025
ABSTRACT
Post pandemic classrooms often face declining learner motivation and poor vocabulary retention especially
when teaching remains passive. MOVE (Motivational Outdoor Vocabulary Engagement) was designed to
change this experience by bringing learning outdoors, combining movement, digital support, and teamwork to
make vocabulary learning active, engaging, and memorable. Instead of sitting quietly in class, learners began
by memorising a list of words, then moved through playful stations: jumping through hula hoops before a
Quizizz challenge, bending under the limbo stick before Kahoot, skipping rope before Quizalize, and finally
creating sentences together on Padlet. Survey results from 45 learners showed powerful impacts: 93.3 percent
enjoyed using digital support, 82.2 percent felt more motivated, and almost all 95.6 percent said teamwork
helped them succeed. Learners themselves described the activity as fun and more memorable than sitting in
class. MOVE shows how language learning can be simple, low cost, and entertaining while still achieving
actual results.
Keywords: Gamification, Vocabulary Acquisition, Motivation, Collaboration, Digital Support
INTRODUCTION
During the pandemic learners spent long periods in front of screens. Returning to classrooms, many felt less
motivated and struggled to remember new vocabulary (Rahman et al., 2022). Traditional methods such as
copying words and listening passively often fail to inspire learners (Nguyen & Boers, 2019).
MOVE was developed to bring energy, interaction, and fun back into vocabulary learning. By blending
movement to wake up the body and brain, digital support to provide instant feedback, and teamwork to create
peer support, it turns into an adventure.
Problem Statement
Post pandemic learners need more than textbooks and lectures. They need experiences that motivate, connect,
and stay with them beyond the classroom. MOVE addresses this gap by making vocabulary learning active,
social, and meaningful.
Objectives
MOVE aims to:
1. Make learning vocabulary fun and motivating.
2. Improve learners’ memory through repeated practice and active recall.
3. Build teamwork and collaboration in a shared learning journey.
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ILEIID 2025 | International Journal of Research and Innovation in Social Science (IJRISS)
ISSN: 2454-6186 | DOI: 10.47772/IJRISS
Special Issue | Volume IX Issue XXV October 2025
PRODUCT DESCRIPTION & METHODOLOGY
The MOVE activity unfolds in three steps:
1. Input: Learners first received a list of 10 to 12 words to study for five minutes, preparing them for the
game.
2. Processing (Stations): Learners rotated in teams through four stations:
1. Station 1: Hula Hoop → Quizizz
2. Station 2: Limbo Game → Kahoot
3. Station 3: Jumping Rope → Quizalize
4. Station 4: Sentence Writing → Padlet
Each station connected physical movement with digital recall.
1. Output: At the end, learners used the words in sentences on Padlet, turning memorisation into real use.
A total of 45 learners joined the activity and completed post surveys to share their experiences.
POTENTIAL FINDINGS AND COMMERCIALISATION
Affordable and Easy to Run
MOVE only requires simple props such as hula hoops, ropes, and jump ropes, all of which are low cost and
reusable. For the digital part, it uses free or low-cost platforms like Quizizz, Kahoot, Quizalize, and Padlet.
This makes MOVE a practical choice for schools or centres that may not have large budgets.
Adaptable for Different Settings
The word lists and activities in MOVE can be adjusted for any level of learner. The game can be played
indoors, outdoors, in small classrooms, or with large groups. This flexibility allows MOVE to be applied in
schools, universities, and training centres.
Future Development
In the future MOVE can grow into several forms. A set of MOVE Kits could provide teachers with ready-
made word lists, activity guides, and QR codes for quizzes. A MOVE App could track scores, manage
stations, and give learners instant feedback. In addition, Teacher Training Modules could prepare educators
to use and adapt MOVE in their own classrooms.
Together these possibilities show that MOVE can expand from a classroom activity into a wider innovation for
language learning.
RESULTS AND IMPACTS
Table 1 The positive learner responses across all seven survey items.
Item
Statement (English translation)
% Agree + Strongly Agree
VQ1
Digital support helped me remember words
88.9%
VQ2
I enjoyed using digital support
93.3%
VQ3
I had no difficulty accessing digital platforms
86.7%
VQ4
I enjoyed MOVE more than passive learning
71.1%
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ILEIID 2025 | International Journal of Research and Innovation in Social Science (IJRISS)
ISSN: 2454-6186 | DOI: 10.47772/IJRISS
Special Issue | Volume IX Issue XXV October 2025
VQ5
MOVE helped me remember English words better
77.2%
VQ6
MOVE increased my interest and motivation
82.2%
VQ7
Teamwork helped me complete the activity successfully
95.6%
Survey results show strong learner support for MOVE. Most participants reported positive experiences with
digital support, with 88.9 percent saying it helped them remember words and 93.3 percent enjoying its use.
Learners also preferred MOVE to passive learning (71.1 percent) and agreed it improved word recall (77.2
percent). Motivation was boosted for 82.2 percent of learners, while teamwork had the highest impact, with
95.6 percent crediting peers for their success.
NOVELTY AND RECOMMENDATIONS
The novelty of MOVE lies in the way it brings together movement, digital support, and teamwork into a single
structured activity. While vocabulary learning is often associated with passive memorisation, MOVE
transforms it into an active and playful experience. Learners are not only recalling words through digital
quizzes but also engaging their bodies through physical challenges and supporting each other in teams. This
integration of embodied learning, gamified practice, and collaboration makes MOVE distinct from traditional
classroom activities in facilitating learners’ vocabulary acquisition. In facilitating learners’ word memorisation,
they also engaged in various online vocabulary learning practices, such as synonym matching, antonym
identification, word usage, and sentence building activities. In addition, the words were selected from the
CEFR B2 level which aligned with the learners’ study programmes as well as their level of English
proficiency.
The positive feedback from learners suggests that MOVE is an effective approach to making vocabulary
learning more engaging and memorable. Future development should focus on broadening its application, for
example by adapting it for workplace English or other language skills beyond vocabulary. Another
recommendation is to integrate artificial intelligence into the digital platforms so that learners can receive
personalised challenges and feedback. Finally, wider implementation can be supported through the creation of
MOVE kits, an app, and teacher training modules, which would allow more educators to adopt and adapt this
approach in their own teaching.
ACKNOWLEDGEMENTS
We would like to extend our appreciations towards the enthusiastic learners from Institut Kemahiran Belia
Negara (IKBN) Wakaf Tapai and the student facilitators who helped make MOVE possible.
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ISSN: 2454-6186 | DOI: 10.47772/IJRISS
Special Issue | Volume IX Issue XXV October 2025
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