Muhammad Shaqir Bin JafriAleya Sofea Binti AzmanMuhammad Faisal Bin Mazli HishmanYahaya Bin BasironZulkarnin Bin Zakaria2024-05-302024-05-302022-11-29e-ISBN: 9786299766711https://oarep.usim.edu.my/handle/123456789/16498E-Proceedings 3rd Insan Junior Researchers International Conference 2022 (iJURECON 2022) : "STREAM for a better future”/Editors: Rahayu Ahmad, Muhammad Azan Tamar Jaya, Ahmad Fuad Mohamad Amin, Nur Aisyah Mohamed, Nur Fatin Fathillah Mazlan. 21-23rd October 2022 (Virtual Conference) Organized By : Kolej Genius Insan,USIMIn this preliminary study, research was done to determine the effectiveness of gaming elements in improving students’ English language skills. This study utilises a qualitative method in eliciting data from the students. In the purposive sampling technique, six active gamers among students who played three popular games were interviewed to share their experiences in discovering the many aspects of the games they played to ensure they could play them successfully. Their responses were coded and analysed to understand their learning experiences better. From the analysed data, it was found that the students had done extensive research and that they had employed self-directed learning in improving their reading skills and increase their vocabulary to understand the many aspects of the games they played. The experiences and language learning strategies could be shared with other students who could reap the same benefits as they did. English teachers would see this as an option in the teaching approach for their students. With better understanding on the elements on gaming, this study could further discover the many benefits of gaming in students’ language learning quest.en-USgaming elements; language acquisition; self-directed learning; gifted students.Utilising the Elements of Popular Games in Improving English Language Skills Among Gifted Students of Kolej GENIUS Insan: A Qualitative ApproachArticle4548