The LG’s Linguaphiles: English Language Learning Gamification for
Cefr A1–B2 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