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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
Flipping Silence: A Digital Innovation for Pronunciation Learning
*1
Maizatul Faranaz Md Asif,
2
Norathirah Mohd Azmal,
3
Nur Ilyani Hadzir,
4
Norashikin Che Pi
1 2 3 4
University Poly-Tech Malaysia
*Corresponding Author
DOI:
https://dx.doi.org/10.47772/IJRISS.2025.925ILEIID000033
Received: 23 September 2025; Accepted: 30 September 2025; Published: 05 November 2025
ABSTRACT
Learners find it hard to master English pronunciation, especially when it comes to silent letters. This is because
most of them only memorise words and don't get enough exposure to other types of learning materials. This
new idea fills in the gap by creating an interactive digital flipbook that helps teachers and students learn and
teach silent letters in English. This flipbook also has visual aids (pictures), audio pronunciation, and gamified
learning through the built-in Wordwall exercises. It also has a sharing community where students may make
and learn from examples made by other students. The invention was tested on undergraduate students at
Universiti Poly-Tech Malaysia who were studying TESL. Qualitative feedback showed that the innovation
improved several of these areas, such as increased engagement, clearer norms for pronunciation, and more
independence for learners. The results show that the flipbook's multimodal design not only helps students
remember the rules for silent letters, but it also motivates them because it allows them to connect with each
other outside of class. The concept has significant potential for application in ESL contexts and can be
commercialised as an expanded digital toolkit for teaching pronunciation in schools, language centres, and
institutions of higher education.
Keywords: interactive flipbook, English pronunciation, silent letters, multimodal learning, ESL
INTRODUCTION
The correct pronunciation of words is a very important yet challenging activity among second language
speakers, especially when the language is not English and communication in that language is not a priority
(Derwing and Munro, 2023). Pronunciation problems may hinder communication, weaken learners and their
confidence, and negatively influence overall proficiency (Jenkins, 2021). Because students often use
orthography too much when speaking, the silent letters in the words knight, psychology, and write present
special pronunciation problems among non-native speakers (Nguyen, 2022). Silent letter teaching typically
involves drills, rote learning or teacher explanation. Those techniques may introduce students to the
conventional pronunciation framework, but they often do not sustain their attention or support diverse learning
styles (Ali and Razak, 2023).
According to studies in the fields of multimedia learning (Mayer, 2021) and cognitive load theory (Sweller et
al., 2022), the combination of visual, aural, and interactive elements improves understanding and
memorisation. Two examples of technology-based tools that are increasingly recognised in terms of their
ability to transform memorisation into something interesting are digital flipbooks and gamified apps (Chien,
2021; Park and Warschauer, 2023). This new idea fills in the gap by creating an interactive digital flipbook
that helps teachers and students learn and teach silent letters in English. This flipbook, titled 'Flipping Silence,'
adopts a multimodal learning framework and is structured to address the shortcomings of traditional rote
learning. It integrates key features such as visual aids (pictures), audio pronunciation, and gamified learning
through the built-in Wordwall exercises. The design adheres to the principles of multimedia learning (Mayer,
2021) and cognitive load theory (Sweller et al., 2022), combining visual and aural elements to improve
understanding and memorisation.
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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
Problem Statement
A lot of ESL learners still have a problem with pronunciation in English, particularly, silent letters, because of
the conventional teacher-centred approaches where drills and memorisation become the primary means of
control, but these models do not appeal to students and different learning styles. Despite the potential of digital
tools and gamified resources, the available solutions are most of the time either disjointed, less interactive, or
lack multimodal capabilities, such as audio, visuals, games, and peer collaboration. With the development of
an interactive flipbook with gamification, audio, images, and peer sharing, this innovation directly fills these
pedagogical gaps. The flipbook tries to increase the motivation, accuracy of pronunciation and independence
of learners by transforming the fixed rules into multiple modal experience and collaborative situations
(Rahman et al., 2024).
Objectives
1. To create an interactive flipbook for learning silent letters.
2. To test its effectiveness in improving students’ pronunciation and speaking confidence.
3. To gather students’ feedback on its usefulness and potential for wider use.
PRODUCT DESCRIPTION & METHODOLOGY
The innovation was developed using Heyzine, an online platform chosen for its ease of use and capability for
integrating interactive and multimedia content. The flipbook's core learning mechanism involves immediate,
self-directed practice: for each silent letter rule (e.g., K before N: knife, knee, know), audio icons facilitate
auditory learning and provide immediate feedback on correct pronunciation (Liu, 2022). Furthermore, the
embedded links to Padlet and Mentimeter create a collaborative learning mechanism where students share
more silent letter words and enhance peer learning. This feature is explicitly aligned with Bandura's Social
Learning Theory, positioning students as proactive co-producers of knowledge. The Wordwall games (drag-
and-drop, matching, and quizzes) serve as a gamified review mechanism, which is supported by research
showing that gamification increases motivation, enjoyment, and long-term practice in language classes (Suh
and Wagner, 2023). Review activities are turned into a game-based format to change them into a fun
experience and deal with learner motivation, encouraging repeat practice (Deterding et al., 2011). A design-
based research approach was adopted in the development of the product. The first prototypes were tested with
undergraduates of the Bachelor of Education (TESL) degree programme studying a Phonetics and Phonology
course at Universiti Poly-Tech Malaysia. The information was gathered by observing classes, using short
feedback questionnaires and conducting informal interviews. The iterative use of feedback served to improve
usability, interface design and pedagogical value.
FINDINGS AND POTENTIAL COMMERCIALISATION
Preliminary findings from the pilot implementation indicate several promising outcomes. A perception survey
was administered to 57 undergraduate TESL students after two weeks of using the interactive flipbook. The
instrument consisted of six Likert-scale items (1 = Strongly Disagree, 5 = Strongly Agree) designed to measure
students’ attitudes toward the tool.
Quantitative Results
Table 1 Students’ Perceptions of the Interactive Flipbook (n = 57)
Item
Mean
Agree/Strongly
Agree
The audio feature helped me pronounce silent letters correctly.
4.6
91%
The visuals (images) made it easier to remember silent letter rules.
4.5
88%
The Wordwall games increased my motivation to practise
pronunciation.
4.7
94%
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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
The community-sharing feature encouraged active participation.
4.4
84%
The flipbook is more engaging than traditional worksheets/lectures.
4.6
90%
Overall, I am satisfied with the flipbook as a pronunciation tool.
4.7
93%
The survey results reveal that students responded positively to the innovation. The highest-rated feature was
the Wordwall integration (M = 4.7, 94%), indicating that gamified activities were particularly effective in
enhancing motivation. Similarly, audio support (M = 4.6, 91%) and visual cues (M = 4.5, 88%) were rated
highly, suggesting that multimodal input strengthened learners’ ability to recognise and remember silent letter
rules. The community-sharing component (M = 4.4, 84%) was also valued, as it encouraged peer contribution
and collaborative learning. Overall satisfaction with the flipbook was notably high (M = 4.7, 93%).
Qualitative Results
Survey results were confirmed by interview responses. The motivational value of gamification was highlighted
by a student who said, "The games made learning silent letters fun, like playing instead of memorising." "I
used to confuse words like 'write' and 'right,' but the audio icons helped me correct myself instantly," said
another. The collaborative element was also valued by a number of students: "I felt like we were learning
together and I had more words to practise after seeing my friends' examples on Padlet." These findings
demonstrate that collaborative and multimodal features promoted engagement, autonomy, and community
learning in addition to increasing learners' accuracy (Chou, 2022; Gao, 2024). Taken together, the findings
suggest that the flipbook not only improved learners’ accuracy and confidence in pronouncing silent letters,
but also enhanced engagement, autonomy, and collaborative participation.
Commercialisation
This innovation has great promise from the standpoint of commercialisation. Scalability across ESL contexts,
such as schools, language centres, and higher education, is demonstrated by the innovation. It can be extended
to address additional phonological difficulties (such as vowel reduction, stress pattern and intonation), and it
can be incorporated into institutional licensing models or sold as a subscription-based toolkit (Hashim et al.,
2023). It is positioned as a viable educational product due to its alignment with global trends in digital
language learning (OECD, 2022). Several commercial pathways are feasible:
1. Institutional Licensing: As part of their digital curriculum packages, schools, colleges, and language
centres can use the flipbook series. To improve institutional uptake, customisation options (branding,
curriculum alignment, localised word lists) can be provided (Rahman & Ismail, 2023).
2. Subscription-Based Model: The flipbook was made available to instructors and students via a
subscription-based model that offered tiers of access (e.g., basic free access, premium with advanced
capabilities like AI pronunciation analysis). This reflects the popularity of international language-
learning sites like Quizlet and Kahoot! (Chen et al., 2023).
3. Freemium + Add-On Services:While premium versions could offer learner statistics, teacher
dashboards, and expanded phonological subjects, a free version with restricted access to interactive
features (such as a few Wordwall games) can encourage user uptake (Shadiev & Yang, 2023).
4. Cross-Platform Integration: To improve accessibility and usability, the flipbook can be integrated into
already-existing Learning Management Systems (LMS) such as Moodle, Blackboard, and Google
Classroom (Basri et al., 2022).
5. Commercial Expansion Beyond Silent Letters: Although the concept is a set of digital pronunciation
modules rather than a single product, it can be copied to include other characteristics of pronunciation
(such as stress patterns, intonation, and related speech) (Nur & Hassan, 2024).
6. Possible Partnership with EdTech Startups: Alliances with well-known digital education firms or
creators of language apps (like Duolingo or ELSA Speak) may increase reach, offer AI-powered
feedback, and increase revenue-generating prospects (Wang & Chen, 2022).
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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
NOVELTY AND RECOMMENDATIONS
While popular tools like Quizlet and Kahoot! (Chen et al., 2023) offer gamification for vocabulary, they often
lack the integrated, topic-specific multimodal input (visuals, audio) and immediate pronunciation feedback
necessary for this level of phonological detail. Also, unlike many standalone language apps, this innovation
provides a consolidated platform that combines all these elements including multimodal instruction,
gamification, and peer collaboration within a single, accessible flipbook format.
This concept is new because it combines multimodal, gamified, and collaborative learning capabilities into a
flipbook platform. People often utilise flipbooks as digital replacements for textbooks, but they are not often
turned into fully interactive instruments for teaching pronunciation (Lim & Abdullah, 2023). This integration
connects the theoretical frameworks of social learning, second language acquisition, and multimedia learning
(Mayer, 2021), giving students actual peer feedback and a chance to practise in a way that is interactive. The
design also complements modern theories of multimedia learning and learning a second language by allowing
students chances to practise in a real-world setting, engage with others, and get feedback. The fact that it
smoothly combines many technologies into one platform that is yet easy to use and accessible makes it stand
out. It is recommended that the flipbook series be expanded in the future to encompass a broader range of
English phonological challenges. Additionally, the integration of AI-driven pronunciation feedback could
enhance personalisation by offering learners immediate corrective feedback on their spoken performance.
Despite the promising results, this innovation has potential limitations that warrant further consideration.
Accessibility and Technological Barriers: The flipbook's reliance on Heyzine and external tools (Padlet,
Mentimeter) assumes a certain level of digital literacy and reliable internet access, which may present a
challenge in diverse learning contexts, especially those with limited technological infrastructure (Basri et al.,
2022). Learner Readiness: While highly engaging, the tool's effectiveness may vary based on students' prior
knowledge and technical comfort, requiring initial teacher guidance to maximise pedagogical value. Future
research will explore the impact of these variables on student outcomes.
ACKNOWLEDGEMENTS
The authors are pleased to acknowledge the assistance of the undergraduate TESL students studying the course
on Phonetics and Phonology. They were eager to participate, their comments on the interactive flipbook were
helpful, and their willingness to experiment with this novel concept was significant to this new concept
creation and refinement. This work is a tribute to their dedication to learning and their efforts to improve
unique ways of teaching English.
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