
changes aimed to minimize cognitive load and make
the learning tools more intuitive. Adjustments were
made to ensure that interactions within the applica-
tion were straightforward to reduce potential frustra-
tion and optimize learning outcomes. This responsive
approach to design highlights the project’s focus on
user-centered development and continuous improve-
ment.
5.1 Future Work
For future projects, extending the capabilities of
Spellingual is suggested, such as incorporating a
broader vocabulary set that spans a larger range of ele-
mentary grades and could be integrated into academic
institutions. Simpler enhancements could include
the addition of gamification elements like badges
for progression milestones, custom content for im-
proved user interaction, more animations to increase
engagement, a friend system to encourage collabora-
tive learning experiences, and more user testing. In-
sights from pilot testing suggest the application would
benefit from features that allow for more personal-
ized learning paths, such as adaptive difficulty lev-
els or content that adjusts to a user’s existing lan-
guage proficiency. Additionally, connecting with edu-
cational institutions for broader feedback and integra-
tion into school curricula could provide a more struc-
tured learning environment using Spellingual.
REFERENCES
Barac, R. and Bialystok, E. (2011). Cognitive development
of bilingual children. Language Teaching, 44(1):36–
54.
Baumert, J., Fleckenstein, J., Leucht, M., K
¨
oller, O., and
M
¨
oller, J. (2020). The long-term proficiency of early,
middle, and late starters learning english as a foreign
language at school: A narrative review and empirical
study. Language Learning, 70(4):1091–1135.
Bitri
´
an, P., Buil, I., and Catal
´
an, S. (2021). Enhancing user
engagement: The role of gamification in mobile apps.
Journal of Business Research, 132:170–185.
Casa
˜
n-Pitarch, R. (2018). An approach to digital game-
based learning: Video-games principles and applica-
tions in foreign language learning. Journal of Lan-
guage Teaching and Research (Online), 9(6):1147–
1159.
Chen, C.-M., Liu, H., and Huang, H.-B. (2019). Effects of
a mobile game-based english vocabulary learning app
on learners’ perceptions and learning performance:
A case study of taiwanese efl learners. ReCALL,
31(2):170–188.
Elaish, M. M., Ghani, N. A., Shuib, L., and Al-Haiqi, A.
(2019). Development of a mobile game application to
boost students’ motivation in learning english vocab-
ulary. IEEE Access, 7:13326–13337.
Holz, H. and Meurers, D. (2021). Interaction styles in con-
text: comparing drag-and-drop, point-and-touch, and
touch in a mobile spelling game. International Jour-
nal of Human–Computer Interaction, 37(9):835–850.
Luo, Z. (2023). The effectiveness of gamified tools for for-
eign language learning (fll): a systematic review. Be-
havioral Sciences, 13(4):331.
Mortazavi, M., Nasution, M. K., Abdolahzadeh, F.,
Behroozi, M., and Davarpanah, A. (2021). Sus-
tainable learning environment by mobile-assisted lan-
guage learning methods on the improvement of pro-
ductive and receptive foreign language skills: A com-
parative study for asian universities. Sustainability,
13(11):6328.
Nam, K. M. (2018). How young children make sense
of two different writing systems: Korean written in
the hangul alphabet, and english written in the ro-
man alphabet. Journal of Early Childhood Literacy,
18(4):490–517.
Oga-Baldwin, W. Q., Nakata, Y., Parker, P., and Ryan,
R. M. (2017). Motivating young language learners:
A longitudinal model of self-determined motivation in
elementary school foreign language classes. Contem-
porary educational psychology, 49:140–150.
Panfilova, V., Spichak, V., and Zhumakhanova, A. (2022).
Educational mobile games as a tool for increasing vo-
cabulary when learning a foreign language. Interna-
tional Journal of Web-Based Learning and Teaching
Technologies (IJWLTT), 17(1):1–27.
Polakova, P. and Klimova, B. (2022). Vocabulary mo-
bile learning application in blended english language
learning. Frontiers in Psychology, 13:869055.
Pransiska, R. (2016). Benefits of bilingualism in early child-
hood: A booster of teaching english to young learn-
ers. In 3rd International Conference on Early Child-
hood Education (ICECE 2016), pages 390–393. At-
lantis Press.
Sandberg, J., Maris, M., and Hoogendoorn, P. (2014). The
added value of a gaming context and intelligent adap-
tation for a mobile learning application for vocabulary
learning. Computers & Education, 76:119–130.
Wang, F. L., Zhang, R., Zou, D., Au, O. T. S., Xie,
H., and Wong, L. P. (2021). A review of vocabu-
lary learning applications: From the aspects of cog-
nitive approaches, multimedia input, learning materi-
als, and game elements. Knowledge Management &
E-Learning, 13(3):250–272.
Zainuddin, Z., Chu, S. K. W., Shujahat, M., and Perera, C. J.
(2020). The impact of gamification on learning and in-
struction: A systematic review of empirical evidence.
Educational research review, 30:100326.
Zeybek, N. and Saygı, E. (2024). Gamification in education:
Why, where, when, and how?—a systematic review.
Games and Culture, 19(2):237–264.
SPELLINGUAL: A Gamified Approach to Enhance Multilingual Spelling Skills
635