ISSN: 2226-6348
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Gamification is an intriguing technology that has undergone a paradigm shift in spite of its notoriety as a double-edged sword. The incorporation of gamification in the teaching of Contemporary Children Literature is believed to elevate English as Second Language (ESL) learners’ learning experience to another dimension. The use of gamification serves as an intervention that reduces learning gaps when learners read (Rudyard Kipling’s The Jungle Book, 2011). Based on positive outcomes from past studies in different skills such as listening, speaking, reading, writing and grammar, this paper examines the potential use of gamification as a platform to promote pupils’ understanding on the comprehension of Jungle Book Graphic Novel. This research incorporates the use of graphic novels in promoting pupils' effective learning. The contribution of this study is to gain insights into the use of gamification in teaching graphic novel. For future research, it is proposed that a mixed method can be used to collect data on the features of graphic novel for effective learning and the use of gamification in enhancing comprehension of The Jungle Book Graphic Novel. A semi structured interview and pre-test and post-test will be conducted among primary school students to amass data. Therefore, it is envisaged that this study will demonstrate the efficacy of gamification as an ideal tool in producing critical and creative creators in ESL classrooms with the aid of the Jungle Book Graphic Novel.
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In-Text Citation: (Sambanthan & Ismail, 2022)
To Cite this Article: Sambanthan, P. T., & Ismail, H. H. (2022). The Potential of Gamified Learning to Improve Comprehension of Jungle Book Graphic Novel: A Concept Paper. International Journal of Academic Research in Progressive Education and Development, 11(3), 834–845.
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