Mobile-Assisted Language Learning (MALL) in Language Learning


  • Tengku Nazatul Shima Tengku Paris Faculty of Language Studies, Universiti Teknologi MARA Pahang, Raub Campus, Pahang, Malaysia.
  • Nurma Abdul Manap Faculty of Language Studies, Universiti Teknologi MARA Pahang, Malaysia
  • Hafiza Abas Advanced Informatics Department, Razak Faculty of Technology and Informatics, Universiti Teknologi Malaysia, Kuala Lumpur, Malaysia
  • Lo Mun Ling Lo & Lo Educational Consultancy Ltd., Hong Kong, China



This is a case study using an interactive digital game to teach grammar via Mobile Assisted Language Learning (MALL). The interactive game via MALL is aimed to ease TESL students' fear and trigger their interest in learning grammar. The game uses the Theory of Variation (Marton & Booth) to design the grammar exercises in the game. A survey questionnaire and a semi-structured interview were administered to gauge the students’ perceptions of using the game. The findings show that the game has somewhat improved students’ grammar knowledge.

Keywords: Digital board game; Grammar; Mobile Assisted Language Learning; Variation theory

eISSN 2514-7528 © 2021 The Authors. Published for AMER ABRA CE-Bs by E-International Publishing House, Ltd., UK. This is an open-access article under the CC BY-NC-ND license ( Peer-review under responsibility of AMER (Association of Malaysian Environment-Behaviour Researchers), ABRA (Association of Behavioural Researchers on Asians / Africans / Arabians) and cE-Bs (Centre for Environment-Behaviour Studies), Faculty of Architecture, Planning & Surveying, Universiti Teknologi MARA, Malaysia.




How to Cite

Tengku Paris , T. N. S. ., Abdul Manap , N. ., Abas , H. ., & Ling, L. M. . (2021). Mobile-Assisted Language Learning (MALL) in Language Learning . Journal of ASIAN Behavioural Studies, 6(19), 61-73.