Gamifying Grammar Games (3G) for language learning: Engaging students in learning through GIGvaganza. (Get into Grammar) in ECER programme

Gamifying in language learning is not something new in English language teaching. Teachers have put much efforts in ensuring fun learning is created to motivate students in learning. Learning thus does not end in the classroom but it has to be done outside class hours as well. In engaging the studen...

Full description

Saved in:
Bibliographic Details
Main Author: Noor Azlinda, Zainal Abidin
Format: Conference or Workshop Item
Language:English
Published: Universiti Malaysia Pahang 2019
Subjects:
Online Access:http://umpir.ump.edu.my/id/eprint/27586/1/148.1%20Gamifying%20Grammar%20Games%20%283G%29%20for%20language%20learning.pdf
http://umpir.ump.edu.my/id/eprint/27586/
Tags: Add Tag
No Tags, Be the first to tag this record!
id my.ump.umpir.27586
record_format eprints
spelling my.ump.umpir.275862020-04-06T02:35:17Z http://umpir.ump.edu.my/id/eprint/27586/ Gamifying Grammar Games (3G) for language learning: Engaging students in learning through GIGvaganza. (Get into Grammar) in ECER programme Noor Azlinda, Zainal Abidin D History (General) Gamifying in language learning is not something new in English language teaching. Teachers have put much efforts in ensuring fun learning is created to motivate students in learning. Learning thus does not end in the classroom but it has to be done outside class hours as well. In engaging the students in language learning, GIGvaganza was introduced as one of the modules for Empower Programme which was funded by East Coast Economic Region (ECER). The study was carried out to find out the impact of this programme towards the students in Kuantan district who are involved in this programme. Interviews were conducted to students and teachers in schools after the completion of the programme and it was analyzed by using thematic analysis. Results have shown that GIGvaganza has a positive impact on students’ learning. GIGvaganza does not only assist learning in Grammar but holistically, it changes their view on learning as learning itself becomes more meaningful with GIGvaganza. Universiti Malaysia Pahang 2019 Conference or Workshop Item PeerReviewed pdf en http://umpir.ump.edu.my/id/eprint/27586/1/148.1%20Gamifying%20Grammar%20Games%20%283G%29%20for%20language%20learning.pdf Noor Azlinda, Zainal Abidin (2019) Gamifying Grammar Games (3G) for language learning: Engaging students in learning through GIGvaganza. (Get into Grammar) in ECER programme. In: The 58th JACET International Convention, 28-30 August 2019 , Nagoya, Aichi, Japan. pp. 1-2.. (Unpublished)
institution Universiti Malaysia Pahang
building UMP Library
collection Institutional Repository
continent Asia
country Malaysia
content_provider Universiti Malaysia Pahang
content_source UMP Institutional Repository
url_provider http://umpir.ump.edu.my/
language English
topic D History (General)
spellingShingle D History (General)
Noor Azlinda, Zainal Abidin
Gamifying Grammar Games (3G) for language learning: Engaging students in learning through GIGvaganza. (Get into Grammar) in ECER programme
description Gamifying in language learning is not something new in English language teaching. Teachers have put much efforts in ensuring fun learning is created to motivate students in learning. Learning thus does not end in the classroom but it has to be done outside class hours as well. In engaging the students in language learning, GIGvaganza was introduced as one of the modules for Empower Programme which was funded by East Coast Economic Region (ECER). The study was carried out to find out the impact of this programme towards the students in Kuantan district who are involved in this programme. Interviews were conducted to students and teachers in schools after the completion of the programme and it was analyzed by using thematic analysis. Results have shown that GIGvaganza has a positive impact on students’ learning. GIGvaganza does not only assist learning in Grammar but holistically, it changes their view on learning as learning itself becomes more meaningful with GIGvaganza.
format Conference or Workshop Item
author Noor Azlinda, Zainal Abidin
author_facet Noor Azlinda, Zainal Abidin
author_sort Noor Azlinda, Zainal Abidin
title Gamifying Grammar Games (3G) for language learning: Engaging students in learning through GIGvaganza. (Get into Grammar) in ECER programme
title_short Gamifying Grammar Games (3G) for language learning: Engaging students in learning through GIGvaganza. (Get into Grammar) in ECER programme
title_full Gamifying Grammar Games (3G) for language learning: Engaging students in learning through GIGvaganza. (Get into Grammar) in ECER programme
title_fullStr Gamifying Grammar Games (3G) for language learning: Engaging students in learning through GIGvaganza. (Get into Grammar) in ECER programme
title_full_unstemmed Gamifying Grammar Games (3G) for language learning: Engaging students in learning through GIGvaganza. (Get into Grammar) in ECER programme
title_sort gamifying grammar games (3g) for language learning: engaging students in learning through gigvaganza. (get into grammar) in ecer programme
publisher Universiti Malaysia Pahang
publishDate 2019
url http://umpir.ump.edu.my/id/eprint/27586/1/148.1%20Gamifying%20Grammar%20Games%20%283G%29%20for%20language%20learning.pdf
http://umpir.ump.edu.my/id/eprint/27586/
_version_ 1665894999950098432
score 13.188404