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ARQAMified: Learning Arabic Numbers Using Interactive Apps
Siti Nur Fatimah Md Aminnullah
1
, Nur Fatimah Aisyah Shahril
2
, Muhamad Azhar Zubir
3
, Ahmad
Fauze Abdul Hamit
4
, Sharifah Sari Datu Asal
5
*1,2,3
Academy of Language Studies, Universiti Teknologi MARA Cawangan Sabah
4
Faculty of Business and Management, Universiti Teknologi MARA Cawangan Sabah
5
Academy of Contemporary Islamic Studies, Universiti Teknologi MARA Cawangan Sabah
*Corresponding Author
DOI:
https://dx.doi.org/10.47772/IJRISS.2025.925ILEIID000041
Received: 23 September 2025; Accepted: 30 September 2025; Published: 05 November 2025
ABSTRACT
The acquisition of Arabic as a second language (L2) presents a unique set of challenges for learners,
particularly in mastering foundational elements such as the numeral system, which differs significantly from
its Western counterparts. This paper introduces ARQAMified, a comprehensive conceptual framework for an
innovative mobile application designed to mitigate these difficulties through the synergistic integration of
gamification, transliteration, and established principles of mobile-assisted language learning (MALL). The
proposed framework aims to scaffold the learning process for non-native speakers by employing transliteration
as a cognitive bridge to facilitate the transition from a familiar script (e.g., Roman) to the Arabic script.
Simultaneously, it leverages evidence-based game mechanics to enhance intrinsic motivation, sustained
engagement, and learning outcomes, grounded in psychological theories such as Self-Determination Theory.
This conceptual paper provides a detailed exposition of the pedagogical rationale, theoretical underpinnings,
and a proposed architectural blueprint for the ARQAMified application. The framework is developed through a
meticulous synthesis of recent, high-impact scholarly literature from the Scopus and Web of Science
databases, ensuring an evidence-based approach to its design. It discusses the potential of the framework to
support holistic language skill development, encompassing reading, writing, listening, and speaking, and
explores its implications for both self-directed learning and formal classroom integration. By addressing a
distinct gap in the current landscape of Arabic language learning technology, ARQAMified presents a scalable,
theoretically robust solution. This paper concludes by outlining a structured path for future empirical research,
commencing with a formal needs analysis to validate the framework's assumptions and guide an iterative, user-
centered development process.
Keywords: Conceptual Framework, Gamification, Mobile-Assisted Language Learning (MALL), Arabic
Language, Transliteration, Educational Technology, Self-Determination Theory, Second Language Acquisition
INTRODUCTION
The Arabic language, with its rich cultural heritage and status as an official language in over 20 countries and
the United Nations, has witnessed a substantial increase in global interest among second language (L2)
learners (Al-Murtadha, 2021). This growing demand has highlighted the need for effective, modern
pedagogical tools that can support learners in navigating the unique complexities of the language. A
foundational, yet often formidable, challenge for non-native speakers, particularly those from Indo-European
language backgrounds, is the mastery of the Arabic numeral system and its integration into basic
communicative tasks (Ryding, 2013). The Eastern Arabic numerals ( ٠ ,١ ,٢ ,٣ ,٤ ,٥ ,٦ ,٧ ,٨ ,٩ ) present a visual
and cognitive barrier that requires dedicated practice and reinforcement. Traditional pedagogical methods,
while valuable, frequently struggle to maintain the engagement of contemporary learners who are accustomed
to interactive, technology-mediated experiences. This disconnect creates a compelling case for the
development of innovative, evidence-based digital solutions.
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This paper proposes a conceptual framework for "ARQAMified," a mobile application meticulously designed
to address these pedagogical challenges. The framework is predicated on the strategic and synergistic
integration of two core pillars: gamification, defined as the application of game-design elements in non-game
contexts to enhance user engagement and motivation (Deterding et al., 2011), and transliteration, the
systematic representation of Arabic script using a familiar writing system, such as the Roman alphabet. The
central thesis of this paper is that the carefully orchestrated combination of these two elements can
significantly lower the cognitive load associated with learning a new script while concurrently amplifying
learner motivation, persistence, and overall engagement. Gamification serves as the motivational engine,
tapping into fundamental human psychological needs, while transliteration functions as a pedagogical scaffold,
providing a crucial bridge that allows learners to build phonological and semantic connections before
achieving fluency in the native script.
The development of this conceptual framework is not based on intuition but is firmly grounded in a synthesis
of findings from recent, high-impact scholarly literature indexed in premier academic databases. By drawing
on established theories and empirical evidence from the fields of educational psychology, second language
acquisition (SLA), and human-computer interaction, this paper presents a robust, evidence-based blueprint for
the ARQAMified application. It will delineate the framework's theoretical foundations, articulate its core
design principles and components, and propose a detailed application architecture. Ultimately, this paper aims
to lay the groundwork for future empirical validation, outlining a clear research trajectory to transition
ARQAMified from a conceptual model to a validated and effective educational tool for learners of Arabic
worldwide.
LITERATURE REVIEW
The Theoretical Foundation of ARQAMified
The ARQAMified framework is constructed upon a robust theoretical foundation derived from the confluence
of three critical and intersecting research domains: the psychology of gamification in educational contexts, the
pedagogical application of transliteration as a cognitive scaffold, and the principles of Mobile-Assisted
Language Learning (MALL). This section synthesizes key theories and empirical findings from each domain
to establish the rationale for the framework's design.
The Motivational and Cognitive Power of Gamification in Education
Gamification has emerged as a powerful and widely researched strategy for enhancing learner motivation,
engagement, and academic performance across various disciplines (Sánchez-Ramírez et al., 2024; Zainuddin et
al., 2023). Its effectiveness is not arbitrary but is deeply rooted in its capacity to address fundamental human
psychological needs.
Self-Determination Theory (SDT) as a Motivational Framework
The most prominent theoretical lens through which the effects of gamification are understood is Self-
Determination Theory (SDT), proposed by Ryan and Deci (2000). SDT posits that intrinsic motivation is
fostered when an environment supports three basic psychological needs: autonomy (the need to feel volitional
and in control of one’s actions), competence (the need to feel effective and master challenges), and relatedness
(the need to feel connected to others). Well-designed gamified systems directly cater to these needs. For
instance, game elements such as points, badges, and levels (PBL) provide immediate and clear feedback,
reinforcing a learner's sense of competence and progress (Zolfaghari et al., 2025). Offering choices in learning
paths or customization options can enhance autonomy, while leaderboards or team-based challenges can foster
a sense of relatedness and social competition. A recent meta-analysis by Zainuddin et al. (2023) confirmed the
significant positive effect of gamification on learning outcomes, attributing this success to its ability to create
intrinsically motivating learning environments that satisfy these core needs.
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Empirical Evidence from Systematic Reviews and Meta-Analyses
The empirical support for gamification in education is substantial and growing. A systematic review by
Sánchez-Ramírez et al. (2024) analyzed dozens of studies and found a strong, positive correlation between the
implementation of gamification and increases in both student motivation and academic performance.
Specifically within the domain of language learning, gamification has shown considerable promise.
Investigating its influence in online language learning contexts, Bai et al. (2024) found that gamified
interventions significantly enhanced both motivational intensity and learning outcomes, particularly in
vocabulary acquisition and grammatical accuracy. Furthermore, a scoping review of gamified applications in
English language teaching by Zolfaghari et al. (2025) identified that the most impactful game mechanics are
those that provide immediate feedback and interactive, progressively difficult challenges. These findings
directly inform the core design of ARQAMified, which prioritizes a feedback-rich environment where learners
are consistently challenged in a structured and supportive manner, ensuring that the difficulty remains within
their optimal learning zone. The framework deliberately avoids "pointsification", the superficial addition of
points without meaningful connection to learning and instead focuses on creating a cohesive, motivation-
centric experience grounded in established psychological principles.
Transliteration as a Pedagogical Scaffolding Tool
For ab initio learners of a language that employs a different writing system (orthography), the script itself can
present a significant cognitive barrier, impeding progress in other linguistic areas such as phonology and
vocabulary acquisition. Transliteration, the process of converting text from one script to another, serves as a
critical pedagogical scaffold to overcome this initial hurdle.
Cognitive Scaffolding and Vygotsky’s Zone of Proximal Development
The concept of transliteration as a learning aid aligns with Vygotsky's (1978) sociocultural theory of learning,
particularly the notion of scaffolding within the Zone of Proximal Development (ZPD). The ZPD represents
the difference between what a learner can do without help and what they can achieve with guidance and
encouragement from a more knowledgeable otheror, in this case, a well-designed technological tool.
Transliteration acts as this scaffold, allowing learners to access and process the phonological and semantic
content of the Arabic language using the familiar Roman script. This "cognitive bridge" reduces the extraneous
cognitive load associated with deciphering a new orthography, enabling learners to focus their mental
resources on understanding pronunciation, meaning, and basic grammar (Sweller, 1994). A study by Nasir et
al. (2024) highlighted the practical utility of Arabic-Rumi (Roman) transliteration for non-native learners in
Malaysia, demonstrating that it significantly facilitated their initial engagement with and learning of the Arabic
language.
Technological Advancements in Automated Transliteration
Historically, transliteration was a manual process, often leading to inconsistencies. However, recent
advancements in machine learning and natural language processing (NLP) have made it possible to develop
highly accurate and context-aware automated transliteration systems. Research in this area is advancing
rapidly. For example, the development of a transformer-based model for Moroccan Arabizi-to-Arabic
transliteration by Hajbi et al. (2025) demonstrates the capacity of modern AI to handle complex spelling
variations and dialectal nuances with high precision. Similarly, a systematic review on machine transliteration
methods by Noeman and Al-Sultan (2025) highlights the growing sophistication of neural network-based
approaches. These technological capabilities are crucial for ARQAMified, as they enable the implementation
of a dynamic and reliable transliteration system. The framework proposes a "fading" mechanism, where the
transliteration support is gradually reduced as the learner's proficiency with the Arabic script improves, thus
ensuring the scaffold is removed once it is no longer needed, promoting true orthographic competence.
Mobile-Assisted Language Learning (MALL)
The delivery of the ARQAMified framework is conceptualized for a mobile-first environment, capitalizing on
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the unique affordances of Mobile-Assisted Language Learning (MALL). MALL leverages the ubiquity,
portability, and connectivity of mobile devices to create flexible, personalized, and context-aware learning
opportunities.
Affordances and Pedagogical Principles of MALL
As articulated in seminal work by Kukulska-Hulme (2009), MALL empowers learners by providing "anytime,
anywhere" access to learning materials, fostering autonomy and enabling continuous, bite-sized learning
sessions (microlearning) that fit into the interstices of daily life. Modern conceptions of MALL, however,
extend beyond mere portability. A pedagogical framework proposed by Wang et al. (2024) for integrating
MALL into tertiary education emphasizes the importance of designing mobile learning experiences that are not
just digital versions of textbooks but are pedagogically sound and tailored to specific learning objectives and
learner needs. This includes leveraging device-specific features such as touchscreens for interactive exercises,
microphones for pronunciation practice, and push notifications for learning reminders. The design of
ARQAMified is deeply informed by these principles, ensuring that it is not simply a content repository but a
structured and interactive learning environment optimized for the mobile platform. The framework promotes
an active learning approach, where users engage with the material through a variety of multimodal exercises,
aligning with best practices in contemporary MALL design (Bárcena & Read, 2021).
THE ARQAMIFIED CONCEPTUAL FRAMEWORK
This section details the conceptual framework for the ARQAMified application, presenting it as a
comprehensive blueprint to guide future development and empirical investigation. The framework is organized
around a set of core design principles and a detailed architecture of its proposed components.
Core Design Principles
The framework is built upon four foundational design principles derived from the preceding literature review,
ensuring that every feature is purposeful and grounded in established theory.
Motivation-Centric Design: The primary design driver is the enhancement of intrinsic motivation.
Drawing from Self-Determination Theory (Ryan & Deci, 2000), the application is engineered to
systematically support learners' needs for competence, autonomy, and relatedness through its
gamification engine and overall user experience.
Scaffolding and Fading: The framework employs transliteration as a primary cognitive scaffold. In
initial stages, Arabic numerals and words are presented alongside their Roman transliteration to reduce
cognitive load. As the learner demonstrates mastery, the prominence of the transliteration is
algorithmically faded, compelling a natural and gradual transition to exclusive reliance on the Arabic
script.
Holistic Skill Integration: While the primary focus is on the numeral system, the framework is
designed to promote holistic language skill development. Modules target the four key linguistic skills:
listening, speaking, reading, and writing.
Personalized and Adaptive Learning: The framework is designed for future integration of adaptive
algorithms that can dynamically adjust challenge levels based on user performance, ensuring each
learner remains within their optimal Zone of Proximal Development (Wang et al., 2024).
Proposed Application Blueprint and Components
The ARQAMified application is a modular system with interconnected components that create a cohesive
learning experience. Each conceptual component, from the gamification engine to the content delivery system,
has been realized in a functional prototype, as detailed in Section 3.3.
Component 1: The Gamification Engine: This core system structures the user's journey through
points, levels, badges, and leaderboards to drive motivation and provide tangible feedback on progress
and competence.
Component 2: Modular Learning Pathway: The curriculum is organized into thematic modules, such
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as basic numeral recognition, contextual application, and fast-paced challenges, providing a structured,
self-paced learning path.
Component 3: Interactive Quiz and Exercise Engine: This component delivers a variety of activities,
including multiple-choice quizzes, pronunciation practice, and dynamic mini-games, to reinforce
learning through active engagement.
Component 4: The Dynamic Transliteration System: This system provides crucial support by
displaying Roman transliterations alongside Arabic script. It is built on a data structure designed to
facilitate a "fading" mechanism, where this scaffold can be gradually removed as learner proficiency
increases.
IMPLEMENTATION OF THE CONCEPTUAL FRAMEWORK
The conceptual principles have been translated into a functional prototype using HTML, Tailwind CSS, and
JavaScript, with Google Firebase for backend services. This section bridges the theoretical framework with
concrete code snippets from the application, demonstrating how each component is realized.
The Gamification Engine in Practice
The leaderboard, a key feature for fostering relatedness, is implemented using Firestore, allowing for real-time,
persistent high-score tracking. When a game ends, the player's score is sent to the database, and a transaction
ensures that the high score is only updated if the new score is higher.
// Snippet from App.endGame(score)
if (this.gameState.playerName && score > 0) {
const leaderboardRef = db.collection("leaderboard").doc(this.gameState.playerName);
db.runTransaction(transaction => {
return transaction.get(leaderboardRef).then(playerDoc => {
if (!playerDoc.exists) {
transaction.set(leaderboardRef, { name: this.gameState.playerName, highScore: score,
timestamp: firebase.firestore.FieldValue.serverTimestamp() });
} else {
const currentHighScore = playerDoc.data().highScore || 0;
if (score > currentHighScore) {
transaction.update(leaderboardRef, { highScore: score, timestamp:
firebase.firestore.FieldValue.serverTimestamp() });
}
}
});
});
}
Modular Learning Pathway and Content Structure
The application's content is structured into distinct modules, managed by a GameMode constant. This allows
for easy expansion of learning activities. The CULTURAL_MALAYSIA module, for example, demonstrates
contextual learning by placing numbers in authentic, localized scenarios.
// Definition of game modes for modularity
const GameMode = {
LEARN_AND_PRACTICE: 'LEARN_AND_PRACTICE',
CULTURAL_MALAYSIA: 'CULTURAL_MALAYSIA',
NUMBER_TO_ARABIC: 'NUMBER_TO_ARABIC',
ARABIC_TO_NUMBER: 'ARABIC_TO_NUMBER',
NUMBER_CHASE: 'NUMBER_CHASE',
WATCH_AND_LEARN: 'WATCH_AND_LEARN'
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};
// Example of contextual learning content
const CULTURAL_SCENARIOS = {
prayer: {
title: "Waktu Solat Malaysia",
subtitle: "   ",
scenarios: [{
context: "Subuh di Malaysia bermula pada pukul ٥:٣٠ pagi",
question: "Pukul berapa waktu Subuh bermula?",
answer: "5:30",
/* ... more data */
}]
},
/* ... other categories like calendar and zakat */
};
Interactive Exercise Implementation
The quiz engine dynamically generates question interfaces based on the game mode, reinforcing learning
through active recall. Further, pronunciation practice is enabled using the browser's built-in Web Speech API.
// Snippet from QuizGame.buildUI() for dynamic quiz generation
const q = this.state.questions[this.state.currentIndex];
const optionsHtml = q.options.map(opt =>
`<button onclick="QuizGame.checkAnswer('${opt.replace(/'/g, "\\'")}')" class="...">
${opt}
</button>`
).join('');
container.innerHTML = `
<main class="...">
<h2 class="arabic-text text-6xl mb-8">${q.prompt}</h2>
<div id="quiz-options" class="grid grid-cols-2 gap-4">${optionsHtml}</div>
</main>`;
// Snippet for pronunciation practice
function speakArabic(text) {
if (!('speechSynthesis' in window)) return;
const utterance = new SpeechSynthesisUtterance(text);
utterance.lang = 'ar-SA';
speechSynthesis.speak(utterance);
}
The Transliteration System's Data Foundation
The scaffolding principle is built upon a core data structure that pairs Arabic script with its Roman
transliteration (rumi). This data is used across the application to provide initial support for learners, forming
the foundation for the transliteration scaffold.
// Core data structure including transliteration
const ARABIC_NUMBERS_DATA = {
0: { arabic: "٠", text: "", rumi: "sifr" },
1: { arabic: "١", text: "", rumi: "wāḥid" },
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2: { arabic: "٢", text: "", rumi: "ithnān" },
// ... and so on for other numbers
};
DISCUSSION AND FUTURE DIRECTIONS
The conceptual framework for ARQAMified presented in this paper contributes to the field of Arabic language
pedagogy by offering a targeted, theory-driven solution to a persistent learning challenge. Its novelty lies not in
the invention of any single element, but in the synergistic synthesis of evidence-based principles from
gamification, transliteration technology, and MALL. While applications for language learning exist, few are
designed with such a specific focus on the foundational skill of numeracy in Arabic, and fewer still are
explicitly built upon a transparent, research-grounded pedagogical framework that combines cognitive
scaffolding with robust motivational design.
The potential implications for Arabic language learning are significant. For self-directed learners,
ARQAMified offers a structured, engaging, and accessible entry point to the language, potentially increasing
retention rates for beginners who might otherwise be discouraged by the initial script-related difficulties. In
formal educational settings, the application could serve as a powerful supplementary tool for blended learning
environments. Instructors could use it to assign targeted practice, track student progress, and free up valuable
classroom time for more complex, communicative activities. The data generated by the application on user
performance could also provide valuable insights into common learning hurdles, informing future curriculum
development.
LIMITATIONS OF A CONCEPTUAL FRAMEWORK
As a conceptual paper, the primary and inherent limitation of this work is the absence of empirical data to
validate its claims. The proposed effectiveness of the ARQAMified framework is, at this stage, theoretical and
inferred from a synthesis of existing research in related but distinct contexts. The success of the application
will depend heavily on the quality of its execution, including user interface (UI) and user experience (UX)
design, the accuracy of its content, and the seamless integration of its components. Furthermore, the
framework assumes a degree of learner motivation to download and engage with the application initially, and it
does not account for all potential learner variables, such as age, prior language learning experience, or specific
learning disabilities.
A Roadmap for Future Research and Development
The critical next step is to move from this conceptual blueprint to a rigorous, multi-stage process of
development and empirical validation. The following roadmap is proposed:
1. Stage 1: Formal Needs Analysis: Before any development, a formal needs analysis should be
conducted with the target learner population (e.g., university-level Arabic L2 students, self-directed
adult learners). This mixed-methods study, incorporating surveys and focus groups, would serve to
validate the core assumptions of this framework, identify specific learner pain points related to the
Arabic numeral system, and gather feedback on the proposed features.
2. Stage 2: Prototype Development and Usability Testing: Based on the findings from the needs
analysis, a minimum viable product (MVP) of the ARQAMified application should be developed. This
prototype would then undergo several cycles of iterative usability testing with a small group of
representative users to refine the UI/UX, ensuring the application is intuitive, engaging, and free of
significant technical or design flaws.
3. Stage 3: Quasi-Experimental Efficacy Study: Once a stable prototype is developed, a quasi-
experimental study should be conducted to measure the application's impact on learning outcomes,
motivation, and engagement. This study could compare a group of learners using ARQAMified as a
supplementary tool to a control group using traditional methods (e.g., worksheets or flashcards) over a
set period. Key metrics would include performance on pre- and post-tests of numeral recognition and
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use, as well as validated psychometric scales to measure changes in motivation and engagement (e.g.,
the Intrinsic Motivation Inventory).
CONCLUSION
The acquisition of Arabic numerals represents a critical yet challenging milestone for non-native speakers.
This paper has introduced ARQAMified, a conceptual framework for a mobile application designed to
transform this challenge into an engaging and effective learning experience. By meticulously weaving together
the motivational affordances of gamification, the cognitive support of transliteration-based scaffolding, and the
pedagogical principles of mobile-assisted language learning, the framework provides a comprehensive,
evidence-based blueprint for a next-generation educational tool. The design is explicitly grounded in
established theories, including Self-Determination Theory, and is informed by a synthesis of recent, high-
impact research, ensuring that its proposed features are both purposeful and promising.
While the framework is currently theoretical, it lays a clear and structured foundation for future work. Through
a rigorous, phased approach of needs analysis, prototype development, and empirical testing, the ARQAMified
concept has the potential to be realized as a valuable resource that can significantly lower barriers for new
learners of Arabic. By addressing a specific and foundational aspect of language acquisition with a modern,
learner-centric approach, ARQAMified stands to make a meaningful contribution to the growing field of
Arabic language technology and pedagogy, ultimately supporting the aspirations of a new generation of
learners worldwide.
Co-Author Contribution
The authors declare no conflict of interest related to this article. Author 1 coordinated the overall development
of the conceptual framework and led the manuscript preparation from initial drafting to final review. Author 2
contributed to the theoretical design and refinement of the framework components, ensuring alignment with
established pedagogical models. Author 3 focused on the technical implementation of the application
prototype, leveraging front-end technologies and Firebase integration to translate conceptual elements into
functional components. Author 4 supported the literature synthesis and helped articulate the integration of
gamification and transliteration within the framework. Author 5 provided essential input during the editing and
proofreading stages to enhance clarity and coherence. All authors contributed to the conceptual analysis,
engaged in scholarly discussions, and participated in revising the manuscript.
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