I-Kalam: A CEFR Based Mobile Gamification App for Arabic Speaking Skills
Table 9: Themes and subthemes of the overall strength of the i-Kalam App (Learning Strategy)
| Theme | Learning Strategy | Frequency | Percentage |
| Sub Theme | Gamification | 2 | 13.3% |
| Motivation | 3 | 20 % | |
| Portable | 2 | 13.3% | |
| Anytime | 1 | 6.7% | |
| Voice imitation | 1 | 6.7% | |
| Repetition | 1 | 6.7% | |
| Self-learning | 3 | 20% | |
| Gradual challenge | 1 | 6.7% | |
| Technology-assisted learning | 1 | 6.7% | |
| Total | 15 | 100% |
