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
Page 36
www.rsisinternational.org
Starry Gaze
1
Fazillah Sulaiman,
2
Amirul Ariff Hakimi Rosnizam
1,2
Academy Language Studies, Universiti Teknologi MARA, Malaysia
DOI: https://dx.doi.org/10.47772/IJRISS.2025.925ILEIID00008
Received: 23 September 2025; Accepted: 30 September 2025; Published: 04 November 2025
ABSTRACT
In a digital era where multimedia dominates learning, traditional literacy skills remain vital for academic
success and personal development. While conventional reading practices support vocabulary and
comprehension innovative strategies such as interactive storytelling can further strengthen these abilities,
particularly among younger readers. Starry Gaze explores how an instructional storytelling book can enhance
vocabulary acquisition and reading comprehension by merging narrative engagement with educational design.
Glossary terms, synonyms, and antonyms are embedded throughout the story to promote active language
learning. Feedback from young readers evaluates engagement, comprehension, and vocabulary improvement.
Findings are expected to show positive language development outcomes, supporting prior studies on how
narrative-based and gamified materials improve literacy learning . This study also encourages further research
into interactive book design and gamified literacy enhancement.
Keywords: educational book design, interactive storytelling, vocabulary learning
INTRODUCTION
Problem Statement
Strong literacy skills are fundamental to a child’s academic growth and lifelong learning. However, the
increasing influence of digital media has reduced time spent on traditional reading, potentially affecting
vocabulary growth and analytical thinking (Neuman & Wright, 2014). This study aims to address this issue by
introducing Starry Gaze, an interactive storytelling book designed to help upper primary students improve
vocabulary and reading comprehension through immersive narrative experiences.
The book encourages readers to infer meaning, connect context, and discover new vocabulary, thus
transforming passive reading into an active learning process. The narrative follows a young protagonist’s
journey through a fantastical setting, integrating educational elements such as synonyms, antonyms, and
glossary terms. This approach aligns with Duke and Pearson’s (2002) emphasis on meaningful reading
contexts to promote comprehension. The project originated from a school observation in which pupils
displayed low English proficiency in both reading and speaking, highlighting the need for engaging literacy
tools.
Objectives
The purpose of Starry Gaze is to provide an alternative, engaging medium to enhance vocabulary and
comprehension among Standard 5 pupils. It also seeks to rekindle students’ interest in reading through
interactive and meaningful experiences.
Specific Objectives:
1. To design a storytelling book that integrates vocabulary learning and comprehension skills.
2. To create scenarios that encourage language analysis and active reading participation.
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
Page 37
www.rsisinternational.org
PRODUCT DESCRIPTION & METHODOLOGY
Product Description
Starry Gaze is an educational storybook designed for Standard 56 learners, combining narrative immersion
with vocabulary learning. Glossary items, synonyms, and antonyms are seamlessly embedded in the story,
allowing students to acquire new words naturally. The plot, illustrations, and color palette were tailored to
captivate young readers while aligning with the national English curriculum. The final printed version is
visually appealing, user-friendly, and durable for classroom or independent reading use.
Methodology
The development process followed five structured phases:
Phase 1: Research, Planning, and Design (Weeks 23)
A review of the Standard 6 English curriculum guided the selection of target words and comprehension skills
(Kim & Quinn, 2013). The narrative and visual plan were developed to integrate vocabulary naturally within
the story flow.
Phase 2: Story Draft and Content Development (Weeks 38)
The story was written using age-appropriate language and themes. Educational elements such as definitions
and examples for glossary words were created and reviewed to ensure linguistic and pedagogical accuracy.
Illustrations were produced to complement the narrative, enhancing comprehension through visual support.
Phase 3: Book Design and Printing
Content was formatted and printed using high-quality materials. Attention was given to readability, paper
finish, and color balance to sustain engagement.
Phase 4: Showcase and Feedback
A small group of 11 participantsincluding UiTM students and childrenread the book and responded to a
Google Form survey evaluating engagement, comprehension, and language learning experience.
Phase 5: Final Presentation
The completed project and findings were presented to peers and educators for feedback and evaluation.
POTENTIAL FINDINGS & COMMERCIALISATION
Potential Findings
Initial survey feedback indicated strong positive responses: all participants found the book engaging, age-
appropriate, and beneficial for vocabulary development. The results suggest that Starry Gaze effectively
balances entertainment and education, supporting prior findings on the impact of reading motivation and
contextual learning (Guthrie & Wigfield, 2000; Neuman & Wright, 2014). The encouraging responses
demonstrate the potential for scaling up the product to reach a wider audience.
Commercialisation
Starry Gaze possesses entrepreneurial potential through various marketing channels such as bookstores, e-
commerce platforms (Shopee, Lazada), and collaborations with schools for classroom adoption. The concept
can be expanded into a series for different age groups or adapted into digital formats, offering scalability and
sustainability.
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
Page 38
www.rsisinternational.org
NOVELTY & RECOMMENDATIONS
Novelty
The innovative strength of Starry Gaze lies in embedding language learning within a cohesive narrative rather
than isolating vocabulary from the reading experience (Beck et al., 2013; Sipe, 2008). By integrating
synonyms, antonyms, and glossary terms directly into the storyline, it promotes active learning and reinforces
word retention. This blend of instructional design and storytelling offers a creative alternative to conventional
textbooks and aligns with Liu and Chen’s (2010) model of interactive storytelling for educational engagement.
Recommendations
Despite promising results, this pilot study was limited by a small sample size. Future research should include
larger, more diverse groups to validate findings. Further exploration of gamified learning elements and digital
interactivity could enhance engagement and accessibility. Longitudinal studies are also recommended to assess
the sustained impact of interactive reading materials on vocabulary growth.
REFERENCES
1. Beck, I. L., McKeown, M. G., & Kucan, L. (2013). Bringing words to life: Robust vocabulary instruction
(2nd ed.). Guilford Press.
2. Duke, N. K., & Pearson, P. D. (2002). Effective practices for developing reading comprehension. In A. E.
Farstrup & S. J. Samuels (Eds.), What research has to say about reading instruction (3rd ed., pp. 205242).
International Reading Association.
3. Guthrie, J. T., & Wigfield, A. (2000). Engagement and motivation in reading. In M. L. Kamil, P. B.
Mosenthal, P. D. Pearson, & R. Barr (Eds.), Handbook of reading research (Vol. 3, pp. 403422).
Lawrence Erlbaum Associates.
4. Kim, J. S., & Quinn, D. M. (2013). The effects of summer reading on low-income children's literacy
achievement: A meta-analysis. Reading Research Quarterly, 48(1), 538. https://doi.org/10.1002/rrq.35
5. Liu, M., & Chen, C. (2010). A taxonomy of interactive storytelling technologies and applications.
Proceedings of the 2010 International Conference on Computer Design and Applications (ICCDA), 1, V1-
155V1-159. https://doi.org/10.1109/ICCDA.2010.5541283
6. Neuman, S. B., & Wright, T. S. (2014). The magic of words: Teaching vocabulary in the early childhood
classroom. American Educator, 38(2), 413.
7. Sipe, L. R. (2008). Storytime: Young children's literary understanding in the classroom. Teachers College
Press.