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Use of ‘Time Trap Board Games’ to Teach Grammar

Tengku Nazatul Shima Tengku, Dato Paris Rahmah Lob Yussof

Fakultas Ilmu Budaya


Universitas Brawijaya

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Good Morning

Seminar On ELT
Luthfi Nur Azizi

INTRODUCTION PROCEDURE Finding Conclusion and Suggestion Personal Comment

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Objectives

To discover whether board game is beneficial in enhancing grammar tenses

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Research Background

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RESEARCH METHOD
Quantitative Research

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Method

Subject Time
The research were conducted
The 115 Students of Pre TESL
week 2 until week 7, before and
programme of (UiTM Pahang,
after the students use board
Kuantan Campus)
games

Data Analysis Instruments


Using SPSS Questionnaire 1 & Questionnaire
2

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Methodology

Pre-Test Experiment Post-Test


All respondents gathered and were From week 2 until week 7 the The experimental were given the
given questionnaire 1 experiment group had been taught questionnaire 2
using text book and board games
Finding and Discussion
The Result of Questionnaire 1

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GENDER DIFFERENT

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USE ENGLISH DAILY

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GRAMMAR RULE ARE DIFFICULT TO COMPREHEND

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The Result of Questionnaire 2

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EXPOSURE TO BOARD GAMES

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LIKE TO USE BOARD GAMES

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BOARD GAMES ELIMINATES FEAR

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BOARD GAMES ARE ENJOYABLE

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ABLE TO USE NEW WORDS OR STRUCTURES

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BUILD SELF CONFIDENCE

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LEARN AND USE ENGLISH UNCONSCIOUSLY

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SUITABLE BOARD GAME ACTIVITIES

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Discussion
Conclusion and Suggestion

Conclusion
Board Game offers students an enjoyable and relaxing learning
environment. It permits students to be
in a fun surrounding while playing the game

Suggestion
It is recommended that a larger sample from
schools or other institutions is used to obtain a more comprehensive
findings

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Personal Comment

I AGREE….

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References
Adam Ismail, Mohamed Ahmed. (2013). The functional approach to Second Language Acquisition,
World Journal of English
Language, 3(1).
Azar, B. (2007). Teaching English as a Second or Foreign Language, TESL-EJ, 11(2).
Brown, H.D. (2000). Principles of language learning and teaching. Fourth Edition. (2nd Ed). New York:
Addison Wesley
Longman, Inc.
Ching, Chao Feng. (2011). The cooperative classroom: Scaffolding EFL Elemen iteracies through the
picture
word inductive model the journey of three teachers in Taiwan. (Doctoral thesis, University of Toronto).
Retrieved from
http:hdl.handle.net/1807/27578.
Gordon, G., & Esbjorn-Hargens, S. (2007). Are we having fun yet? An exploration of the transformative
power of play, Journal of
Humanistic Psychology, 47, 198- 222.
Guerrero, Augustina. (2001). Technology grabbing bigger role in classrooms. Knight Rideder/Tribune
News Service.
Husam Rushdi, Ishtawi, (2011) The effect of game strategy on the learning of English grammar for the
twelfth grade students.
(Master hesis, The Islamic University of Gaza).

Rustic, M.T. (2007). Grammar Games in the Age of Anti-Remediation, ProQuest Education Journals .
Schwarz, R. & Braff, E. (2012). . Routledge Taylor & Francis Group New York.
Scrivener, J. (2003). Teaching grammar. Oxford: Oxford University Press.
Tengku Nazatul Shima, Tengku Dato Paris & Rahmah, Lob Yussof (2012). Enhancing Grammar Using
Board Games. Elsevier.
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