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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
Return: A Greek Mythology-Themed Educational Mobile Game on
Pragmatics
Anom Suraya Binti Muhammad Feisal
1
, Nur Alieya Ariesa Binti Afandy
2
, Anis Azeanna Binti Azemi
3
,
*Muhammad Haziq Bin Abd Rashid
4
1234
Akademi Pengajian Bahasa, Universiti Teknologi MARA Shah Alam
*Corresponding Author
DOI: https://dx.doi.org/10.47772/IJRISS.2025.925ILEIID000074
Received: 23 September 2025; Accepted: 30 September 2025; Published: 07 November 2025
ABSTRACT
This research introduces RETURN, an educational mobile game that reimagines Homer’s "The Odyssey" as a
dynamic platform for teaching linguistic pragmatics. RETURN stands out for its novel integration of classical
literature, interactive storytelling, and pragmatic instruction, offering an engaging alternative to traditional
language learning approaches. Developed with the Unity Engine, the game features original character designs,
professional voice acting, and a soundtrack inspired by EPIC: The Musical, resulting in a visually and aurally
immersive user experience. The product’s interface is intuitively designed following Gutenberg Diagram and
Gestalt Principles frameworks, ensuring accessibility for learners across academic levels, and its narrative-
driven quests allow players to explore complex pragmatic concepts through meaningful in-game interactions.
The content was then developed using Gagne’s Nine Events of Instructions, allowing comprehensive delivery
of educational content to the users. From a commercial perspective, RETURN demonstrates strong scalability
and market potential. Its cross-disciplinary content appeals to both the educational sector and the broader
mobile gaming audience, positioning it as a versatile tool for classroom integration or independent learning.
The game’s modular design allows for future expansion and localisation, enhancing its commercial viability
and adaptability to diverse learning contexts. RETURN also embodies social responsibility by addressing gaps
in language education. By making abstract linguistic concepts tangible and enjoyable, the game promotes
equitable access to high-quality learning resources, particularly for students who may not thrive in
conventional classroom settings. The research findings through quantitative research design indicate high user
satisfaction across gender and learning backgrounds, underscoring the product’s inclusivity and broad appeal.
In its presentation, RETURN distinguishes itself through a seamless blend of educational rigor and
entertainment value. The product’s polished visual aesthetics, cohesive narrative structure, comprehensive
educational content and user-centred interface contribute to a compelling and professional display. Overall,
RETURN exemplifies how thoughtful game design can advance both educational outcomes and social good,
setting a benchmark for future innovations in digital learning
Keywords: pragmatics; mobile game; gamification; education technology; mobile-assisted language learning
INTRODUCTION
Pragmatic competence, the capacity to use and interpret language appropriately in context, is central to
communicative success yet remains unevenly developed in many language programmes (Taguchi, 2015).
Synthesis studies show that instruction is effective, with particularly strong effects in foreign language settings
where authentic input is limited and form function context relations are less salient (Ren, Li, & LΓΌ, 2023;
Wang, Al‑Shaibani, & Jiang, 2024). Traditional delivery, however, struggles to provide repeated, consequential
practice in socially nuanced situations, which is precisely what learners need to internalise speech acts,
implicature and register choices.
Digital game‑based environments offer a promising remedy because they can situate learners in decision‑rich,
consequence‑bearing interactions and provide immediate feedback tied to interlocutor responses. Recent work
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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
in technology‑mediated pragmatics reports significant short‑term gains when learners encounter perlocutionary
effects in well-designed games, together with evidence that multimodal input and interaction can support
transfer beyond the trained speech acts (Taguchi, 2023; Taguchi, 2024). Broader meta‑analyses also report
medium to large benefits of mobile and game‑based approaches for language learning outcomes, which
strengthens the case for serious games as a viable pedagogy when carefully designed and evaluated (Chen,
Chen, Jia, & An, 2020; Liu, Zhang, & Dai, 2025).
RETURN responds to these needs by reimagining Homer’s Odyssey as an interactive journey in which
pragmatic decisions drive narrative progress. The design builds on narrative transportation theory, which links
immersive story engagement to meaningful attitudinal and behavioural outcomes, with robust meta‑analytic
support across media and contexts (Green & Brock, 2000; van Laer, de Ruyter, Visconti, & Wetzels, 2014;
Braddock & Dillard, 2016). It also draws on evidence‑informed instructional structure using Gagné’s Nine
Events and perceptual‑organisation principles from Gestalt psychology to reduce extraneous load and
foreground socially salient cues during play (Li et al., 2025; Ali & Peebles, 2013; Dresp‑Langley, 2015). Early
studies that bring classical content into interactive settings point to strong engagement, while underscoring the
importance of rigorous outcome measures, a gap this project addresses through a mixed‑methods evaluation
(Stephan, 2024; van der Molen, Wildeman, Goei, & Hoo, 2016).
Problem Statement
Pragmatic competence, the ability to use language appropriately in context, is essential for effective
communication. However, many language programmes still focus on grammar and vocabulary, leaving
pragmatic skills underdeveloped. Research shows that explicit instruction can improve pragmatics, especially
in settings where learners have limited exposure to authentic interaction (Taguchi, 2015; Ren et al., 2023).
Traditional classroom methods, however, rarely provide repeated practice in realistic, socially nuanced
situations, which limits learners’ ability to transfer these skills to real-life communication (Wang et al., 2024).
Figure 1. Interactive Summative Evaluation in RETURN app
Digital games offer a solution by creating interactive environments where learners make decisions and see the
consequences of their choices. Yet, many existing games lack strong pedagogical design and clear links
between narrative, interface, and learning goals. Without structured learning events and user-friendly design,
learners face unnecessary cognitive load (Li et al., 2025; Ali & Peebles, 2013). There is also a lack of rigorous
evaluation combining learning outcomes with user acceptance models such as TAM, which are crucial for
predicting long-term adoption (Davis, 1989; Venkatesh & Davis, 2000). This highlights the need for a mobile
game that integrates strong pedagogy, engaging narrative, and systematic evaluation.
Objectives
1. Develop a mobile game that teaches pragmatic skills through an engaging narrative, using Gagné’s
Nine Events for instructional design and Gestalt principles for clear, intuitive interfaces.
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ILEIID 2025 | International Journal of Research and Innovation in Social Science (IJRISS)
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2. Assess the game’s effectiveness in improving pragmatic competence and measure user acceptance
using TAM-based metrics and usability feedback.
PRODUCT DESCRIPTION & METHODOLOGY
Design and Development
Figure 2. Storyline-driven Learning Mechanics
RETURN was built in Unity for cross‑platform mobile deployment. Narrative arcs from The Odyssey were
adapted into quests that make pragmatic choices consequential, for example requests, refusals, mitigation,
implicature and register. Gagné’s Nine Events guided the learning flow from attention and goal setting to
modelling, practice, feedback and transfer opportunities inside quests (Li et al., 2025; McNeill & Fitch, 2023).
Interface and interaction design applied Gestalt principles of grouping and continuity to cue affordances and
outcomes clearly, thereby supporting rapid perception of on‑screen relationships during time‑sensitive choices
(Ali & Peebles, 2013; Dresp‑Langley, 2015). Professional voice acting and an original score were used to
deepen presence, given evidence that audio characteristics can influence immersion and performance in
educational games (Kao, Ratan, Mousas, & Magana, 2021).
Participants, Instruments and Procedures
Learners were recruited from mixed academic backgrounds. A pre-test post-test design assessed pragmatic
competence with recognition and production tasks commonly used in instructed‑pragmatics research, for
example multiple‑choice recognition and written discourse completion tasks targeting the game’s focal
phenomena (Ren et al., 2023; Taguchi, 2023). User experience was captured with a standard usability scale and
a presence measure to index immersion and interface quality, supported by in‑game analytics on choice paths
and time on task (Huang, Luo, Yang, Lu, & Chen, 2020). Participants completed approximately 90 minutes of
gameplay across two sessions. Quantitative analyses included paired sample tests for learning gains and
exploratory subgroup comparisons, with thematic coding of short debrief interviews to contextualise results
(Taguchi, 2023; Tang & Taguchi, 2020).
POTENTIAL FINDINGS AND COMMERCIALISATION
Participant Demographics
Ninety‑six tertiary ESL learners participated in the study (48 female, 48 male) with a mean age of 20.8 years
(SD = 2.1). Participants were evenly divided between lower and higher proficiency based on institutional
placement tests, and all completed two 15‑minute sessions on mobile devices. This dosage mirrors common
practice in short‑cycle evaluations of serious games in language learning (Chen et al., 2020; Taguchi, 2023).
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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
TAM-based User Satisfaction
User satisfaction was measured with a TAM‑based questionnaire on a 7‑point Likert scale. Perceived
usefulness (PU) averaged 6.2 (SD = 0.6), indicating strong agreement that RETURN enhanced understanding
of pragmatic concepts and supported independent consolidation. Perceived ease of use (PEOU) was slightly
higher at 6.4 (SD = 0.5), reflecting intuitive navigation and clear affordances. Attitude towards use averaged
6.3 (SD = 0.6), while behavioural intention to continue using or recommend the game scored 6.1 (SD = 0.7).
Internal consistency was high across constructs, Cronbach’s Ξ± = 0.87 to 0.91. These outcomes align with
evidence that usability and perceived utility are key predictors of adoption in educational technologies (Davis,
1989; Ε umak et al., 2011).
Table 1. TAM‑based user satisfaction results
Construct
Items
Mean (Sd)
Cronbach’s Ξ‘
Perceived Usefulness (Pu)
6
6.2 (0.6)
0.91
Perceived Ease of Use (Peou)
6
6.4 (0.5)
0.89
Attitude Towards Use
3
6.3 (0.6)
0.88
Behavioural Intention
3
6.1 (0.7)
0.87
DISCUSSION
Correlation analysis confirmed strong positive associations between PU and attitude (r = .72, p < .001) and
between attitude and behavioural intention (r = .68, p < .001). This pattern is consistent with theoretical and
empirical extensions of TAM, reinforcing the central role of perceived pedagogic value in shaping willingness
to adopt game‑based tools in higher education (Venkatesh & Davis, 2000; Ε umak et al., 2011). Given the
game’s narrative framing and consequence‑laden feedback loop, the high PU and PEOU scores are also
consistent with research showing that narrative immersion and perceptually clear interfaces can enhance
engagement and satisfaction in learning environments that require rapid social interpretation (Green & Brock,
2000; Ali & Peebles, 2013).
NOVELTY AND RECOMMENDATIONS
Figure 3. Login Interface of The Application
By weaving pragmatic choices into a coherent retelling of The Odyssey, and by aligning instructional flow and
interface clarity with established learning and HCI principles, RETURN achieved high user satisfaction on all
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Special Issue | Volume IX Issue XXV October 2025
TAM constructs. Strong perceived usefulness and ease of use translated into positive attitudes and intentions to
continue use, providing a platform for sustained adoption in language learning contexts. These findings,
consistent with TAM research and the broader literature on game‑mediated learning, support further classroom
trials and localisation to widen access and impact (Davis, 1989; Venkatesh & Davis, 2000; Chen et al., 2020.
ACKNOWLEDGEMENTS
The researchers would like to thank all participants of the research in using the application and assisting in the
completion of this project; directly and indirectly.
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