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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
Phonetics to the Rescue: A Gamified Approach to Learning Phonetics
1
Nur Haika binti Rosle,
2
Mohd Azlan Shah bin Sharifudin*,
3
Fazlinda binti Hamzah,
4
Anuar bin Sopian
1,2,3,4
Akademi Pengajian Bahasa, UiTM Cawangan Melaka
*Corresponding Author
DOI: https://dx.doi.org/10.47772/IJRISS.2025.925ILEIID00005
Received: 23 September 2025; Accepted: 30 September 2025; Published: 04 November 2025
ABSTRACT
Phonetics to the Rescue” is a game-changer for mastering one of linguistics’ toughest subjects. Phonetics can
intimidate even the most motivated students as its intricate sound system, unfamiliar symbols, and scarce
quality resources often make it feel like a maze. Yet, mastering the International Phonetic Alphabet (IPA) is
vital for accurate pronunciation and confident communication. This web-based educational game turns that
challenge into an adventure. Players step into the shoes of a daring protagonist on a mission to escape, but
every door forward is locked by a phonetics puzzle. From matching IPA symbols to recognising tricky sounds
and transcribing speech, each challenge blends interactive audio recognition with fast-paced problem-solving.
The innovation lies in its fusion of rigorous phonetics practice with immersive, narrative-driven gameplay. By
making learning feel like play, it breaks down anxiety, sustains engagement, and makes even the most complex
concepts approachable. “Phonetics to the Rescue” is flexible for both classroom and independent use, adapting
to different skill levels while keeping learners hooked. The outcome is more than just improved grades, as
students gain sharper listening skills, better pronunciation, and lasting phonetic confidence. Fun, focused, and
future-ready, this invention makes phonetics a subject students want to master.
Keywords: phonetics, pronunciation, IPA, game, gamification
INTRODUCTION
Phonetics is a branch of linguistics that studies how speech sounds are produced, heard, and perceived. It plays
a vital role in understanding language pronunciation, in which in turn contributes to improving and enhancing
language proficiency. This is supported by Pasaribu and Al Khalili (2024) who stated that an understanding on
phonetics is crucial in enhancing language skills, whether in daily conversation or in academic field like
literature, linguistics, and communication. In this regard, the International Phonetic Alphabet (IPA) serves as a
standardised system for representing speech sounds.
Past studies have shown that integrating gamification concepts on learning can enhance learners’ skills and
understanding. Daniel and Suleiman (2023) explained that games can serve as effective teaching tools in the
classroom, helping students to grasp complex concepts and terminology in a specific subjects. Moreover,
Bennis and Amali, (2019) stated that, over the past decade, Game-based Learning (GBL) has been crucial in
enhancing learner motivation by incorporating gamification in the learning process. Similarly, GBL is used to
engage students by making the learning process more enjoyable and fun (Zaranis & Alexandraki, 2021)
The project titled Phonetics to the Rescue is a web-based game designed to focus on phonetics, particularly
the use of the International Phonetics Alphabet (IPA). Inspired by escape room games, it applies gamification
principles such as challenges and progression-based tasks, paired with an engaging storyline to immerse
players and sustain their interest. To advance through levels and successfully escape, players must solve
phonetics-related questions. By blending education and entertainment, the game creates an engaging and
effective learning experience.
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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
Learning phonetics poses significant challenges for many students due to factors such as the complexity of the
phonetic system, the limited availability of high-quality and interactive learning resources, and the presence of
unfamiliar sounds that may not exist in their native language (Tolba et al., 2024). Although traditional
classroom-based instruction can provide foundational knowledge, it often relies on repetitive drills and static
materials, which may not fully engage learners or sustain their motivation. As a result, students may struggle to
retain concepts or develop practical skills in phonetic transcription.
Integrating gamification into phonetics learning can address these issues by providing an interactive,
rewarding, and motivating environment. Through gameplay elements such as challenges, rewards, and
progress tracking, students can be encouraged to engage more actively with phonetic concepts and improve
their learning experience.
Objectives
1. To create an engaging phonetics learning platform that integrates gamification elements.
2. To design the game’s features, interface, and content to support the learning of IPA symbols in an
interactive and user-friendly way.
PRODUCT DESCRIPTION & METHODOLOGY
The game presents an immersive experience for players as they assume the role of a linguist stranded on an
island, tasked with solving phonetic puzzles to secure escape. Each challenge is designed to reinforce
knowledge of the International Phonetic Alphabet (IPA), including symbol recognition, sound-symbol
correspondence, and articulatory feature identification. This integration of gameplay with linguistic content
aims at transforming conventional phonetics learning, which is often perceived as abstract and technical, in a
dynamic and exploratory process that motivates students’ engagement and retention.
Structurally, the game is divided into five (5) levels of mission-based puzzles that gradually increase in
complexity. Each level introduces new phonetic concepts through interactive exercises such as matching
symbols to sounds, classifying consonant and vowel features, and decoding phonetic transcriptions. Players
earn “virtual tools” such as a rope, key, or flashlight to be carried in a backpack upon successful completion of
tasks, which are later used to unlock higher levels. This backpack mechanism provides and intrinsic reward
system that induces a sense of adventure while reinforcing correct learning outcomes. The final stage requires
students to decode a full phonetic transcription and convert it into standard English orthography, allowing them
to synthesise and apply all acquired knowledge.
Upon completion of the prototype, the game underwent a feedback and testing phase. Feedback was solicited
from a small group of intended users, including peers and students, to evaluate usability, clarity of instructions,
difficulty level, and overall engagement. Based on this feedback, several refinements were made, including the
simplification of instructions and the adjustment of challenge sequencing to balance difficulty across the game.
This iterative process ensured that the definitive version was both accessible and pedagogically sound. The
final phase involved the consolidation and publication of the game. Once refinements were completed, the
escape room was published on Genially and made accessible to participants for classroom and research
purposes. The published version (Figure 1) was subsequently evaluated for its educational value, interactivity,
and overall effectiveness in supporting phonetics learning. This phase also ensured that the game could be
seamlessly integrated into instructional practice and potentially replicated for similar language learning
contexts.
Designed for tertiary-level linguistics and language education contexts, Phonetics to the Rescue!” serves both
instructional and research purposes. It can be integrated into classroom-based pronunciation modules, used as a
supplementary self-learning tool, or deployed in studies examining the effects of gamified learning on phonetic
competence and motivation. Through its combination of visual design, interactivity, and immediate feedback,
the game aligns with constructivist principles of learning, promoting active engagement, and meaningful
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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
knowledge conservation. As such it offers a pedagogically grounded and innovative approach to teaching
phonetics that supports both formative assessments and learner autonomy.
Figure 1 Phonetics to the Rescue’s published version
Potential Findings and Commercialisation
This project is expected to demonstrate that gamification can serve as an effective pedagogical tool in the
teaching and learning of phonetics. By integrating phonological concepts into a quiz-based escape room
format, the game is anticipated to enhance learner engagement, reduce anxiety associated with complex
linguistic content, and improve knowledge retention. It is also likely to illustrate the value of narrative-driven
design (Figure 2) in supporting active learning, thereby contributing to the growing body of research on game-
based language learning.
Figure 2 Narrative flow of the phonetics-based escape room game
From a commercialisation perspective, the product holds potential for broader application beyond its initial
research scope. Educational institutions may adopt the game as a supplementary tool in phonetics or linguistics
courses, while individual learners could utilise it as a self-directed study resource. The platform can also be
expanded into a series of gamified modules covering different areas of linguistics, thereby increasing its
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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
marketability. With further refinement and validation, the product may be positioned as a digital learning
package for language centres, universities, and online learning platforms, creating opportunities for licensing,
collaboration, and scalability in the educational technology sector.
NOVELTY AND RECOMMENDATIONS
The novelty of this project lies in its application of a gamified escape room format to the teaching of phonetics,
a domain that is often perceived as abstract and challenging. By embedding phonetic concepts within a
storyline and interactive tasks, the game provides learners with an alternative learning pathway that combines
both engagement and educational value. This approach contributes to the growing literature on digital game-
based learning, particularly within the field of linguistics, where such applications remain relatively limited.
Despite these strengths, user feedback highlighted certain limitations. Several participants noted that the
absence of an introductory section on basic phonetic concepts, such as the International Phonetic Alphabet
(IPA) symbols, made the game challenging for beginners. This indicates that the game may be better suited for
learners with some prior exposure to phonetics. Additionally, suggestions were made to include features such
as a scoreboard and a lives system to increase competitiveness and replay value. However, these
enhancements were constrained by both the limitations of the Genially basic plan and the project’s time frame.
For future iterations, it is recommended that the game be upgraded to Genially’s advanced plan to unlock
additional features and improve interactivity. Incorporating an introductory module on phonetic concepts
would also broaden its accessibility to novice learners. Finally, expanding the game to include motivational
elements such as progress tracking, rewards, and adaptive difficulty could further enhance its pedagogical
effectiveness and overall user experience.
REFERENCES
1. Bennis, L., & Amali, S. (2019). From learning game to adaptive ubiquitous game-based learning.
International Journal of Emerging Technologies in Learning, 14(16), 5565.
https://doi.org/10.3991/ijet.v14i16.10701
2. Daniel, A., & Suleiman, I. A. (2023). Enhancing pupil engagement and learning through augmented
reality-based interactive phonetics education. World Journal of Advanced Engineering Technology and
Sciences, 9(1), 260271. https://doi.org/10.30574/wjaets.2023.9.1.0131
3. Pasaribu, A. R. I., & Al Khalili, M. M. (2024). Phonetics in digital media: Implications for speech
recognition technology. Jurnal Recoms, 1(2), 6879. https://doi.org/10.59548/rc.v1i2.285
4. Tolba, R. M., Elarif, T., Taha, Z., & Hammady, R. (2024). Interactive augmented reality for learning
phonetics using artificial intelligence. IEEE Access, 12, 7821978231.
https://doi.org/10.1109/ACCESS.2024.3406494
5. Zaranis, N., & Alexandraki, F. (2021). Game-based learning for teaching multiplication and division to
kindergarten students. In L. Daniela (Ed.), Smart Pedagogy of Game-based Learning. Advances in Game-
Based Learning. Springer, Cham. https://doi.org/https://doi.org/10.1007/978-3-030-76986-4_6