Design and evaluation of digital board game for enhancing knowledge of english grammar /

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 learn...

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Bibliographic Details
Main Author: Tengku Nazatul Shima Tengku Paris (Author)
Format: Thesis
Language:English
Published: Kuala Lumpur : Kulliyyah of Islamic Revealed Knowledge and Human Sciences, International Islamic University Malaysia, 2020
Subjects:
Online Access:Click here to view 1st 24 pages of the thesis. Members can view fulltext at the specified PCs in the library.
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040 |a UIAM  |b eng  |e rda 
041 |a eng 
043 |a a-my--- 
100 0 |a Tengku Nazatul Shima Tengku Paris  |e author 
245 1 |a Design and evaluation of digital board game for enhancing knowledge of english grammar /  |c by Tengku Nazatul Shima binti Tengku Paris 
264 1 |a Kuala Lumpur :  |b Kulliyyah of Islamic Revealed Knowledge and Human Sciences, International Islamic University Malaysia,  |c 2020 
300 |a xix, 309 leaves :  |b colour illustrations ;  |c 30cm. 
336 |2 rdacontent  |a text 
337 |2 rdamedia  |a unmediated 
338 |2 rdacarrier  |a volume 
338 |2 rdacarrier  |a online resource 
347 |2 rdaft  |a text file  |b PDF 
500 |a Abstracts in English and Arabic. 
500 |a "A thesis submitted in fulfilment of the requirement for the degree of Doctor of Philosophy in English Language Studies." --On title page. 
502 |a Thesis (Ph.D)--International Islamic University Malaysia, 2020. 
504 |a Includes bibliographical references (leaves 235-262). 
520 |a 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. 
596 |a 1 
655 7 |a Theses, IIUM local 
690 |a Dissertations, Academic  |x Kulliyyah of Islamic Revealed Knowledge and Human Sciences  |z IIUM 
700 0 |a Maimunah Abdul Kadir,  |e degree supervisor 
710 2 |a International Islamic University Malaysia.  |b Kulliyyah of Islamic Revealed Knowledge and Human Sciences 
856 4 |u http://studentrepo.iium.edu.my/handle/123456789/10404  |z Click here to view 1st 24 pages of the thesis. Members can view fulltext at the specified PCs in the library. 
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