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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 LGs Linguaphiles: English Language Learning Gamification for
Cefr A1B2 Users in the IR 4.0 Era
*
Pavithran Ravinthra Nath¹, Muhammad Haziq Abd Rashid², Hairul Azhar Mohamad³, Amir Lukman
Abd Rahman
4
, Muhammad Luthfi Mohaini
5
, John Helvy Akam
6
, Urai Salam
7
1,2,3,4,5
Akademi Pengajian Bahasa, Universiti Teknologi MARA Shah Alam
6
SIDMA College Sarawak, MALAYSIA
7
Faculty of Teacher Training and Education, Universitas Tanjungpura Kalimantan (UNTAN) Pontianak
*Corresponding Author
DOI: https://dx.doi.org/10.47772/IJRISS.2025.925ILEIID000068
Received: 23 September 2025; Accepted: 30 September 2025; Published: 06 November 2025
ABSTRACT
The Industrial Revolution 4.0 (IR 4.0) has shown researchers, scholars, and experts in education that
traditional textbook-based language learning is often static and non-participatory. The temporary halting of
physical classes during the COVID-19 pandemic increased the shift from classroom textbook-based language
learning to online learning. As a result, students and teachers had to adapt to online learning platforms,
requiring learners to adapt to more engaging, inclusive, and student-led resources. The LG’s Linguaphiles 4.0
is an English language learning application software designed to make learning English more enjoyable
through gamification, interactive content, and mobile-oriented basics. The application covers a broad range of
language skills: pronunciation, listening, grammar, and reading, targeting students from A1 to B2 levels of the
Common European Framework of Reference for Languages (CEFR). Android Studio and Java were used
during development, and Firebase for data management, instant feedback, and scalability in the future.
Features critical to "The Mobile Application" include spy-story plot, rewards-based learning, and practice with
built-in feedback, text-to-speech, and controlled but limited instructor oversight to promote student autonomy.
Designed to boost motivation and sustain interest, the programme fits the current learning culture by
supporting autonomous learning and reducing dependence on traditional pedagogic approaches. Beta testing
revealed high level of user engagement, and students were satisfied with the functionality and content
organisation. The LG’s Linguaphiles 4.0 also showed high commercial value in non-academic and academic
contexts. With its user-friendly interface, CEFR-compliant organisation, and adaptive nature, the application
software offers a practical and scalable solution for modern English language learning in a fast-changing
digitalising world where flexible and accessible learning options are in demand.
Keywords: mobile-assisted language learning, CEFR, Android Studio, gamification in education, Gagne ISD
model
INTRODUCTION
IR 4.0 and the global shift to online platforms during the COVID-19 pandemic, have changed the way students
engage with learning. Textbooks, once the mainstay of language teaching before the rapid proliferation of
technology in education, have become old-fashioned because they are not interactive and cannot be customised
(Cozart et al., 2021; Pavešić & Cankar, 2022). Arvanitis and Krystalli (2021) and Lei et al. (2022) observed a
growing trend for students to use mobile-assisted language learning tools with personalised and interactive
learning experiences. Shortt et al's (2021) research on how gamification helps students learn languages using
mobile applications like Duolingo and Babbel found the application software to have a positive impact on
learners' motivation and vocabulary, but falls short when it comes to localised materials and systematic
progression to accommodate individualised education policies like Malaysia's CEFR-curriculum. To fill these
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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
gaps and shortcomings, the LG’s Linguaphiles 4.0 was developed to aid learners of English in Malaysia and
other CEFR-compliant countries. The primary purpose of the development team is to provide an accessible,
learner-centered, interactive, and well-structured platform that focuses on listening, pronunciation, grammar,
and reading the most important language skills emphasised by CEFR. The development aims to bridge the
gap between technology and language proficiency, especially for learners who are often digitally inclined and
enjoy using technology. By combining mobile access and gamification elements, the application software
offers a modern language learning process in response to global education standards..
Problem Statement
The rapid digital transformation driven by Industrial Revolution 4.0 and the global shift to online learning
during the COVID-19 pandemic have exposed the limitations of traditional textbook-based language
instruction. Conventional methods often lack interactivity and fail to sustain learner engagement, particularly
among digitally inclined students. While existing mobile-assisted language learning applications such as
Duolingo and Babbel have demonstrated positive effects on motivation and vocabulary acquisition, they
frequently fall short in providing localized content and structured progression aligned with frameworks like the
CEFR. This gap underscores the need for an innovative, gamified, and pedagogically sound platform that
supports autonomous learning while maintaining alignment with national and international language education
standards..
Objectives
1. To design and evaluate a gamified mobile application that enhances English language learning for CEFR
A1B2 users through interactive and autonomous learning features..
2. To assess the effectiveness of the application in improving learner engagement, motivation, and language
proficiency compared to traditional and existing mobile-assisted learning tools..
PRODUCT DESCRIPTION & METHODOLOGY
The Application has been developed specifically for English language learners at CEFR levels A1-B2. Its
interface features a spy-designed theme intended to increase user involvement, enabling users to advance
through story-based missions. Each mission is accompanied by language training, featuring activities and quiz-
based lessons that reward users with points and virtual awards. The purpose of the storyline approach is to
sustain the interest and motivation of the learner by making the language learning experience feel dynamic and
enjoyable. Additionally, a progress-tracking mechanism was also included in the application software, where
users progress across the different CEFR levels. This allows the learners to visualise and follow through their
language growth over time.
The application was developed using Android Studio, with Java as the primary programming language. The
Firebase was used to control user authentication, progress trace, and store content to provide scalability and
features in future personalisation. It also facilitates real-time updates and analytics which are necessary to
gauge the user's interest and simplify the teaching process. LG’s Linguaphiles 4.0 is already available on the
developer site for beta testing. Comments captured at this phase are used to make subsequent adjustments to
ensure that the application function effectively, and sound pedagogically until the official launch on the Google
Play Store.
POTENTIAL FINDINGS AND COMMERCIALISATION
User Benefits and Community Impact
LG’s Linguaphiles 4.0 addresses an urgent need in language acquisition by offering a free-flowing and self-
learning platform to accommodate students with different levels of competence. Its portability attracts many
users, especially Malaysian school leavers to enter tertiary learning institutions. Gamification promotes
consistent usability and stimulates language retention and learner independence. The story format was
especially in demand among the beta test users, who reported an improved sense of motivation and maintained
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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
interest throughout the lessons. Correspondence of the Application stages to the standards of CEFR allows the
users to monitor their achievements and establish the right linguistic aims. Complying with CEFR further
ensures that the application is integrated conveniently into both formal and informal learning environments
Relevance to the Industry
The application's usability extends beyond broader education technology atmosphere that is not academic.
With IR 4.0's ideas and integration of Internet of Things (IoT), the application offers a software-learning tool in
a post-pandemic environment that prioritises remote study, limits instructor control, and optimises data usage.
Its adaptive pacing, automation, and interactive feedback features are on par with current best digital practices.
Moreover, the application offers institutions a flexible tool following classroom teaching and facilitates
blended or flipped learning classrooms. The prospects relating to how the application can integrate with
national education systems and multilingual growth make it a valuable contribution to the rapidly growing
edtech market.
NOVELTY AND RECOMMENDATIONS
The Beta testing of The LGs Linguaphiles 4.0 demonstrated an impressive engagement rate, as the learners
were positively receptive to the CEFR-driven structure, gamified quizzes, and the convenient design. These
findings indicate a high potential for better English language learning in both formal and informal settings.
Future work will include a comprehensive launch via app stores, integration of advanced analytics to
strengthen its personalisation, and the addition of multilingual functionalities to reach a wider audience.
ACKNOWLEDGEMENTS
The authors appreciate and regard the project's development team and the testing community for their
invaluable feedback. The project would not have succeeded throughout the beta stage without their consistent
efforts and feedback
REFERENCES
1. Arvanitis, P., & Krystalli, P. (2021). Mobile-assisted language learning (MALL): Trends from 2010 to 2020
using text analysis techniques. European Journal of Education, 4(1), 1322.
https://eric.ed.gov/?id=EJ1336725
2. Cozart, D. L., Horan, E. M., & Frome, G. (2021). Rethinking the traditional textbook: A case for open
educational resources (OER) and no-cost learning materials. Teaching & Learning Inquiry, 9(2), 117.
https://eric.ed.gov/?id=EJ1314747
3. Lei, X., Fathi, J., Noorbakhsh, S., & Rahimi, M. (2022). The impact of mobile-assisted language learning
on English as a foreign language learners' vocabulary learning attitudes and self-regulatory capacity.
Frontiers in Psychology, 13(1), 114. https://doi.org/10.3389/fpsyg.2022.872922
4. Pavić, B. J., & Cankar, G. (2022). Textbooks and students' knowledge. Center for Educational Policy
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5. Shortt, M., Tilak, S., Kuznetcova, I., Martens, B., & Akinkuolie, B. (2021). Gamification in mobile-assisted
language learning: A systematic review of Duolingo literature from public release of 2012 to early 2020.
Computer Assisted Language Learning, 36(3), 517554. https://doi.org/10.1080/09588221.2021.1933540