Game-Based Learning Platform and its Effects on Present Tense Mastery: Evidence from an ESL Classroom

Mohd Iskandar Idris, Nur Ehsan Mohd Said, Kim Hua Tan

Abstract


In the 21st century, gamified learning is found to be essential for educators to assist students in achieving mastery of English grammar because the English language proficiency of Asian students, including Malaysians, remains at an unacceptable level. However, the literature on the effects of gamification on the learning of English tenses is somewhat limited. To address this issue, this study aims to examine the effectiveness of Kahoot!, a game-based learning platform, in reinforcing simple present tense verb learning amongst young English-as-a-second-language (ESL) learners. A total of 31 Year 3 students (aged 9) at a national primary school in the central region of Peninsular Malaysia were involved in the study. A one-group pre-test post-test research design was employed with an intervention programme that spanned four weeks. Results analysed using paired sample t-test revealed that the performance of pupils in the post-test improved significantly (M =5.61, SD=2.04) with the application of Kahoot! as compared with that in the pre-test (M=3.35, SD=1.89). Discussion of the main findings revealed that gamification, through its captivating features, was responsible for lowering the learners’ affective filter during grammar lessons and subsequently increasing their learning motivation. The implications of the findings suggest that Kahoot! is a relevant teaching tool for the current generation of learners and educators may explore the possibilities which Kahoot! has to offer with other grammatical components.

https://doi.org/10.26803/ijlter.19.5.2


Keywords


gamification; grammar; Kahoot!; present tense; ESL

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References


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