Publication:
Design and evaluation of digital board game for enhancing knowledge of English grammar

Date

2020

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Publisher

Kuala Lumpur : Kulliyyah of Islamic Revealed Knowledge and Human Sciences, International Islamic University Malaysia, 2020

Subject LCSH

English language -- Study and teaching (Higher) -- Malaysia
Educational games -- Malaysia -- Case studies

Subject ICSI

Call Number

t PE 1068 M4 T292D 2020

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Abstract

This is a case study on the use of Throw Back Time (TBT), an interactive digital board game aimed at teaching tenses and aspect of grammar via the Mobile Assisted Language Learning (MALL). The game exclusively designed according to the Theory of Variation by Marton & Booth, emphasizes that learners understand, experience and think differently on a specific aspect of the world. As variations in the learning outcome are necessary, the game provides a variety of combinations and structures of grammar to expose learners to different aspects of learning. The application of a strategy in using the interactive digital game as part of a major research aims at presenting empirical evidence of an innovative way to teach grammar via mobile application. The study employed a qualitative content analysis in illuminating the principles of the Theory of Variation in the design of the grammar exercises in the game. A quantitative pre-test-post-test single group design was also utilized to investigate the efficacy of the game in improving the learners’ understanding and knowledge of tenses and aspect. Finally, a survey questionnaire and a semi-structured interview were administered to gauge the learners’ perception towards learning grammar using the game. The results generally show that the digital board game which matches the learners’ level of English has somewhat improved their knowledge of grammar tenses and aspect. Hence, the study suggests that the elements in the Theory of Variation governing the exercises in the game delivers positive outcomes as the learners’ performance in the series of tests improved. They considered the game to be an intriguing practice as learning of grammar used to be a daunting experience.

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