Gramminute: Learn Grammar in a Minute
Authors
Academy of Language Studies, Universiti Teknologi MARA (UiTM) Kedah Branch (Malaysia)
Faculty of Arts and Design, Universiti Teknologi MARA (UiTM) Kedah Branch, (Malaysia)
Academy of Language Studies, Universiti Teknologi MARA (UiTM) Kedah Branch (Malaysia)
D3 English Program, Fakultas ILMU Sosial Dan ILMU Politik, Universitas Merdeka Malang (Indonesia)
Academy of Language Studies, Universiti Teknologi MARA (UiTM) Kedah Branch (Malaysia)
Academy of Language Studies, Universiti Teknologi MARA (UiTM) Kedah Branch (Malaysia)
Article Information
DOI: 10.47772/IJRISS.2025.925ILEIID000022
Subject Category: Language
Volume/Issue: 9/25 | Page No: 118-123
Publication Timeline
Submitted: 2025-09-23
Accepted: 2025-09-30
Published: 2025-11-04
Abstract
Mastering English grammar remains a major challenge for language learners due to abstract rules, low engagement in traditional teaching, and limited access to interactive tools. This project addresses the question: How can technology based gamified learning improve grammar acquisition in a time efficient and inclusive way? To answer this, GRAMMINUTE: Learn Grammar in a Minute was developed as a blended learning solution that combines physical gameplay with digital assessments and independent online activities. The approach integrates gamification, cognitive load theory, and learner autonomy to deliver brief, focused lessons on the nine parts of speech and verb tenses. Designed for minimal teacher supervision and paper free operation, GRAMMINUTE is suitable for classrooms, remote learning, and language workshops across diverse educational levels. Conceptual analysis indicates increased learner motivation, faster rule comprehension, and stronger participation, especially among reluctant learners. The innovation supports sustainable and scalable language education by reducing reliance on printed materials and direct instruction. Aligned with the theme “Technology Applications in Language and Education: Crossing Borders, Connecting Minds,” GRAMMINUTE promotes global accessibility, inclusivity, and collaborative learning beyond the traditional classroom. It transforms grammar instruction from a passive, rule memorization task into an engaging, interactive experience.
Keywords
Gamification, Blended Learning, Language Education
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References
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