Pokēmon catching = Adjectives mastery Theebanraj S/O Nagarajan¹, Nithia Prathiba Thevar D/O Kamalanathan² & Melor Md. Yunus³ SK Kenering¹, SK (Felda) Jengka 23², Universiti Kebangsaan Malaysia³ Email:
[email protected]¹,
[email protected]²,
[email protected]³ Abstract Life in the millennials has caused English to be made into an important language to be acquired worldwide. Similar scenario occurs in Malaysia where English is accorded a second language status. Various plans, programs and methods are being implemented by the Ministry of Education in local ESL classrooms every now and then too. However, teaching English in a local classroom is still being a big challenge and plight for the teachers, especially when teaching grammar items. Hence, an innovation using a mobile app, Pokēmon Go, a breakthrough in integrative gaming technology, is used in this research to teach adjectives for Year 3 pupils in ESL classroom. Year 2 students from two rural schools situated in Gerik and Jengka were part of this study. This action research employed in the local ESL classroom is a great benefit for all the stakeholders. Instruments such as observation checklist, document analysis, and semi structured interviews were used in this study for the data collection process. This research revealed that augmented reality created an excitement among the pupils to have a fun and an interactive learning session. The realistic animation and impressive interactivity is able to provide context-rich, cognitively engaging virtual environments for language learning. Keywords: ESL classroom, Adjectives, Pokēmon Go, Language learning, Augmented reality