AMANAKU: A Gamified Mobile Application for Kapampangan Language Learning and Cultural Education

Authors

Keywords:

Kapampangan, gamification, mobile-assisted language learning, language revitalization, heritage language, cultural education, mobile application

Abstract

Kapampangan, one of the Philippines' major languages, has been classified as "highly threatened" despite having two to three million speakers, largely due to declining use among younger generations influenced by Tagalog and other dominant languages. Existing Kapampangan digital resources remain limited to dictionaries, with no gamified, structured learning tool available. This study presents AMANAKU, a gamified mobile application that teaches beginner-level Kapampangan vocabulary, phrases, and pronunciation alongside selected cultural content through interactive activities, real-life language missions, and gamification features such as points, levels, badges, streaks, and character customization. Developed using Flutter, Dart, Firebase, and GitHub through a developmental research design following the ADDIE model, the application underwent a one-month pilot test with beginner learners to evaluate its functionality, usability, reliability, and user experience. AMANAKU aims to provide an accessible, engaging tool that helps younger Kapampangans reconnect with their language and culture. 

 

References

Abingosa, D., Bokingkito, P., Pasandalan, S. N., Alovera, J. R. G., & Otano, J. (2025). Digitizing the Higaonon Language: a mobile application for Indigenous preservation in the Philippines. Informatics, 12(3), 90. https://doi.org/10.3390/informatics12030090

Al-Dosakee, K., & Ozdamli, F. (2021). Gamification in Teaching and Learning Languages: A Systematic Literature review. Revista Romaneasca Pentru Educatie Multidimensionala, 13(2), 559–577. https://doi.org/10.18662/rrem/13.2/436

Al-Khresheh, M. H. (2025). The cognitive and motivational benefits of gamification in English Language learning: a systematic review. The Open Psychology Journal, 18(1). https://doi.org/10.2174/0118743501359379250305083002

Anane, C. (2024). Impact of a game-based tool on student engagement in a foreign language course: a three-term analysis. Frontiers in Education, 9. https://doi.org/10.3389/feduc.2024.1430729

Antonio, B., Masbang, J., & Sibal, R. (2026). Mekeni Abe, tara mangan! (Welcome Friend, let’s eat!): A Kapampangan Cultural Exegesis on Meal Fellowship and Hospitality. Hitik International Journal of Catechists and Religious Educators, 3(1), 1–26. https://doi.org/10.63130/hijcre.v3i1.210

Boiko, O., Shykhnenko, K., Ustymenko, O., Khmil, N., & Marieiev, D. (2026). Mobile applications in the context of personalized foreign language learning. Periodicals of Engineering and Natural Sciences (PEN), 14(1), 227–244. https://doi.org/10.21533/pen.v14.i1.1850

Breaking the language barrier with Marayum, the Web Dictionary for Philippine Languages. (2021, August 23). DOST-PCIEERD. https://pcieerd.dost.gov.ph/news/breaking-the-language-barrier-with-marayum-the-web-dictionary-for-philippine-languages

Busuu - Learn Languages online: Start for free. (n.d.). Busuu. https://www.busuu.com/

Christopoulos, A., & Mystakidis, S. (2023). Gamification in education. Encyclopedia, 3(4), 1223–1243. https://doi.org/10.3390/encyclopedia3040089

Cruz, W. M., & Demeterio, F. P. A., III. (2024). Preserving Heritage in Diaspora: A Study of Kapampangan Identity in Winnipeg. Philippine Social Science Journal, 6(4), 63–71. https://doi.org/10.52006/main.v6i4.882

Daenos, R. G., & Punsalan, M. C. (2021, April 17). STAGING HERITAGE AND CULTURAL ACTIVITIES / EVENTS AT THE CITY COLLEGE OF ANGELES: EXPERIENTIAL MARKETING TO PROMOTE SENSE OF PATRIMONY AND NATIONALISM. https://ejournal-medan.uph.edu/apiemj/article/view/448

Domingo, M. F., Bautista, C. A., & Fajardo, A. J. (2025). Gamification in E-Learning: Transforming Education through Technology. International Journal of Technology and Modeling, 4(2), 71–81. https://doi.org/10.63876/ijtm.v4i2.139

Duolingo - Learn a language for free @duolingo. (n.d.). Duolingo. https://www.duolingo.com/

Gutierrez, A. T. (2022). The Language Shift from the Middle and Upper Middle-Class Families in the Kapampangan Speaking Region. Zenodo (CERN European Organization for Nuclear Research). https://doi.org/10.5281/zenodo.10207924

Gutierrez, A. T. (2024). The Changing Landscape of Kapampangan Vocabularies: A Diachronic analysis. Research in Language, 22(2), 142–162. https://doi.org/10.18778/1731-7533.22.2.04

Isa, W. a. R. W. M., Suhaimi, A. I. H., Noordin, N., & Hassan, S. S. (2022). Mobile Game-Based Learning Application about Semai People. International Journal of Academic Research in Progressive Education and Development, 11(3). https://doi.org/10.6007/ijarped/v11-i3/14759

Ji, Y., & Shapii, A. B. (2024). A Systematic Review of Integrating Culture into Foreign Language Teaching and Learning. Forum for Linguistic Studies, 6(3), 213–229. https://doi.org/10.30564/fls.v6i3.6677

Kapampángan – KWF repositoryo. (n.d.). https://kwfwikaatkultura.ph/kapampangan/

Karakaya, K., & Bozkurt, A. (2022). Mobile-assisted language learning (MALL) research trends and patterns through bibliometric analysis: Empowering language learners through ubiquitous educational technologies. System, 110, 102925. https://doi.org/10.1016/j.system.2022.102925

Lee, J., & Baek, M. (2023). Effects of gamification on Students’ English Language proficiency: A Meta-Analysis on Research in South Korea. Sustainability, 15(14), 11325. https://doi.org/10.3390/su151411325

Lim-Cheng, N. T., Abergos, M. E., Baccaro, J. H., Tab, E. E., & Peña, C. a. D. (2026). BikoLearn: Enhancing BiCOL Language Proficiency among Heritage Learners. DLSU Arts Congress Conference Proceedings, 10(1). https://doi.org/10.59588/2012-0311.1012

LingQ. (n.d.). LingQ – Learn Languages from Real Content. https://www.lingq.com/

Liu, S., Zhang, S., & Dai, Y. (2025). Do mobile games improve language learning? A meta-analysis. Computer Assisted Language Learning, 1–29. https://doi.org/10.1080/09588221.2025.2528786

Mangulian, A. B. (2025). The impact of gamified instruction on Filipino language acquisition in Grade 10. Asian Journal of Education and Social Studies, 51(6), 802–811.

https://doi.org/10.9734/ajess/2025/v51i62036

Memrise. (n.d.). Learn a language. Memrise is authentic, useful & personalised. Memrise. https://www.memrise.com/

Mga Wika ng Pilipinas – KWF Repositoryo. (n.d.). https://kwfwikaatkultura.ph/mga-wika-ng-pilipinas/

Oda, R., & Vizconde, C. (2021). Nanung epektu na? (What’s the effect?): impact of mother tongue-based multilingual education (MTB-MLE) policy on language use and language attitudes of 5th graders in Pampanga, the Philippines. Asian Journal of English Language Studies, 9, 1–20. https://doi.org/10.59960/9.a1

Oh, E. Y., & Song, D. (2021). Developmental research on an interactive application for language speaking practice using speech recognition technology. Educational Technology Research and Development, 69(2), 861–884. https://doi.org/10.1007/s11423-020-09910-1

Oliveira, W., Hamari, J., Shi, L., Toda, A. M., Rodrigues, L., Palomino, P. T., & Isotani, S. (2022). Tailored gamification in education: A literature review and future agenda. Education and Information Technologies, 28(1), 373–406. https://doi.org/10.1007/s10639-022-11122-4

Orejas, T. (2021, September 7). Drivers welcome Kapampangan traffic signs. Inquirer News. https://newsinfo.inquirer.net/1484236/drivers-welcome-kapampangan-traffic-signs

Pangandoyon, M. J. (2025). Safeguarding the Filipino language through digital platforms and EdTech. TECH TAUGHT, 1(1). https://doi.org/10.64591/6nptxb26

Pasandalan, S. N., Abingosa, D., Bokingkito, P., Jr., Alovera, J. R., Otano, J., & Rahmawati, F. (Eds.). (2026). Community Empowerment through Technology-Assisted Language Documentation (Vol. 3). https://prosiding.umy.ac.id/iccs/index.php/iccs/article/view/1339?__cf_chl_tk=ypmSJheL7Mjt9Giz5JPv0ELxrw0SHgaKd9yMnF06Giw-1790257358-1.0.1.1-UyRvDomtsuh09Rm9Le2Whv7iPS2bkBhLIZS94JP8Ku4

Ratinho, E., & Martins, C. (2023). The role of gamified learning strategies in student’s motivation in high school and higher education: A systematic review. Heliyon, 9(8), e19033. https://doi.org/10.1016/j.heliyon.2023.e19033

Roy, S. S., & Gandhimathi, S. N. S. (2025). Self-directed learning for optimizing sustainable language learning via mobile assisted language learning: a systematic review. Frontiers in Education, 9. https://doi.org/10.3389/feduc.2024.1463721

Ruiz, J. J. R., Sanchez, A. D. V., & Figueredo, O. R. B. (2024). Impact of gamification on school engagement: a systematic review. Frontiers in Education, 9. https://doi.org/10.3389/feduc.2024.1466926

Sangeeta, Sitender, Sharma, K., & Bala, M. (2021). New failure rate model for iterative software development life cycle process. Automated Software Engineering, 28(2). https://doi.org/10.1007/s10515-021-00288-9

Sarmiento, J., Nobleza, J. A., Yalung, E. M., Santos, M. N., Bacani, J., & Cadalso, R. B. (2022). Amánu: An Android-based Kapampangan dictionary application. Mabalacat City College. https://mcc.edu.ph/downloads/view/academic-research/65

Shadiev, R., & Yu, J. (2022). Review of research on computer-assisted language learning with a focus on intercultural education. Computer Assisted Language Learning, 37(4), 841–871. https://doi.org/10.1080/09588221.2022.2056616

Shen, Z., Lai, M., & Wang, F. (2024). Investigating the influence of gamification on motivation and learning outcomes in online language learning. Frontiers in Psychology, 15, 1295709. https://doi.org/10.3389/fpsyg.2024.1295709

Shortt, M., Tilak, S., Kuznetcova, I., Martens, B., & Akinkuolie, B. (2021a). Gamification in mobile-assisted language learning: a systematic review of Duolingo literature from public release of 2012 to early 2020. Computer Assisted Language Learning, 36(3), 517–554. https://doi.org/10.1080/09588221.2021.1933540

Shortt, M., Tilak, S., Kuznetcova, I., Martens, B., & Akinkuolie, B. (2021b). Gamification in mobile-assisted language learning: a systematic review of Duolingo literature from public release of 2012 to early 2020. Computer Assisted Language Learning, 36(3), 517–554. https://doi.org/10.1080/09588221.2021.1933540

The role of cultural integration in learning foreign languages. (2025). Questa Soft. https://www.ceeol.com/search/article-detail?id=1393722

Triantafyllou, S. A., Georgiadis, C., & Sapounidis, T. (2025). Gamification in education and training: A literature review. International Review of Education, 71(3), 483–517. https://doi.org/10.1007/s11159-024-10111-8

Ulya, M., Basthomi, Y., & Febrianti, Y. (2025). The effectiveness of Mobile Language Learning Applications (MLLA) for vocabulary acquisition. Lingual Journal of Language and Culture, 18(1), 22. https://doi.org/10.24843/ljlc.2025.v18.i01.p03

Xia, Y., Shin, S., & Kim, J. (2024). Cross-Cultural Intelligent Language Learning System (CILS): Leveraging AI to facilitate language learning strategies in Cross-Cultural communication. Applied Sciences, 14(13), 5651. https://doi.org/10.3390/app14135651

Yudhananta, N. M., Wijayanti, E., & Chamid, A. A. (2025). OPTIMIZATION OF JAVANESE LANGUAGE LEARNING THROUGH STORY ADVENTURE GAME. Tekmapro Journal of Industrial Engineering and Management, 20(2). https://doi.org/10.33005/tekmapro.v20i2.936

Zeng, C., & Fisher, L. (2023). Opening the “Black Box”: How Out-of-Class use of Duolingo impacts Chinese junior high school students’ intrinsic motivation for English. ECNU Review of Education, 7(2), 283–307. https://doi.org/10.1177/20965311231171606

Zhang, S., & Hasim, Z. (2023). Gamification in EFL/ESL instruction: A systematic review of empirical research. Frontiers in Psychology, 13, 1030790. https://doi.org/10.3389/fpsyg.2022.1030790

Zolfaghari, Z., Karimian, Z., Zarifsanaiey, N., & Farahmandi, A. Y. (2025). A scoping review of gamified applications in English language teaching: a comparative discussion with medical education. BMC Medical Education, 25(1), 274. https://doi.org/10.1186/s12909-025-06822-7

Zorc, R. D., Lobel, J. W., & Hall, W. (2024). Historical linguistics of the Philippines. In The Oxford Guide to the Malayo-Polynesian Languages of Southeast Asia (pp. 79–94). https://doi.org/10.1093/oso/9780198807353.003.0007

Downloads

Published

2026-09-28

How to Cite

AMANAKU: A Gamified Mobile Application for Kapampangan Language Learning and Cultural Education. (2026). International Journal of Research Proposals and Methodologies, 1(1). https://publish.acad-ira.top/index.php/IJRPM/article/view/41

Similar Articles

1-10 of 23

You may also start an advanced similarity search for this article.