Thursday, 12 February 2026

Engaging English grammar using Shopper’s Delight 2.0

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The winning team of Swinburne-Sarawak and UiTM Samarahan Campus with the prototype of Shopper’s Delight 2.0

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KUCHING: Swinburne University of Technology Sarawak Campus and the Academy of Language Studies at Universiti Teknologi MARA (UiTM) Sarawak have collaborated to craft an innovative educational tool that transforms the learning of English grammar into an engaging experience.

This partnership birthed Shopper’s Delight 2.0, a unique board game that recently clinched a gold medal at the iEDGII 2024 competition, solidifying its position as a groundbreaking advancement in English language education.

Shopper’s Delight 2.0 presents a dynamic, hands-on approach to teaching ESL, addressing challenges such as confusion in adjective order, misclassification of nouns, and limited vocabulary through interactive gameplay, question cards, bonus rounds, and immersive activities.
Siti Jamilah Muhammad Haneef Ali, Swinburne’s representative in the all-female project team, played a pivotal role in the development of Shopper’s Delight 2.0. She enhanced its visual design and packaging for broader appeal, added mathematical questions to introduce a multidisciplinary element, and refined game mechanics for enhanced accessibility and engagement.

“Our aim was to create something educational yet enjoyable; games like this prompt us to reconsider traditional language teaching methods, making learning more interactive.

“With Shopper’s Delight 2.0, we have established a platform where learners can feel empowered to experiment with language in a fun, non-intimidating setting.

“It’s all about nurturing confidence and curiosity in every learner,” she expressed.

The gold medal victory at iEDGII 2024 acknowledges the team’s innovative endeavours, highlighting how interdisciplinary solutions can transform education and underscores the significance of creativity and collaboration in language teaching.

The Swinburne Sarawak-UiTM collaboration commenced with the game’s initial version, where Siti Jamilah played a crucial role in its design and the formulation of questions that seamlessly integrated English language comprehension into the gameplay.

Expanding upon this foundation, Shopper’s Delight 2.0 embraces a gamified approach to English learning, aiding players in broadening their vocabulary, mastering sentence construction, and applying their skills in real-world scenarios. For educators, it offers a versatile tool to foster collaboration, active participation, and sustained student engagement.

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