Game-Based Learning in Teaching Grammar for Non-Native Speakers: A Systematic Review

被引:1
作者
Manokaran, Janaki [1 ]
Razak, Norizan Abdul [1 ]
Hamat, Afendi [1 ]
机构
[1] Univ Kebangsaan Malaysia, Fac Social Sci & Humanities, Sch Language Studies & Linguist, Bangi, Malaysia
来源
3L-LANGUAGE LINGUISTICS LITERATURE-THE SOUTHEAST ASIAN JOURNAL OF ENGLISH LANGUAGE STUDIES | 2023年 / 29卷 / 02期
关键词
ESL; games; game-based grammar learning; grammar; non-native speakers;
D O I
10.17576/3L-2023-2902-02
中图分类号
H [语言、文字];
学科分类号
05 ;
摘要
The emergence of Industrial Revolution 4.0 targets challenging the norm and pushing boundaries. Hence, educational institutions are expected to embrace a few methods to adopt technology as part of their instructional strategies. The incorporation of technology can nurture students' motivation to learn English, particularly grammar. While gamebased grammar learning provides motivation, enjoyment, and acquisition of grammar knowledge, trends in using game-based grammar learning have not been scrutinised in the context of a systematic review. Therefore, this paper reviewed articles on game-based grammar learning beginning in 2016 through 2021. The review summarises articles in the following categories: 1) research contextual dimension, 2) methodological dimension, 3) game dimension, and 4) outcomes dimension. By reviewing 25 articles, this systematic review could serve as a guide for designing language teaching and learning activities using a game-based approach. Based on the findings, the paper presents implications and suggestions for future research in terms of optimised delivery of knowledge using game-based grammar learning.
引用
收藏
页码:13 / 32
页数:20
相关论文
共 51 条
[1]  
Adeng L. A., 2012, P INT SEMINAR ED COM, P572
[2]  
Apsari Y, 2018, Lingual, V10, P52
[3]  
Ayumi N., 2020, Junior high school students' perception of communicative game-based learning in teaching grammar, P1
[4]  
Azman M. A., 2019, International Journal of Innovative Technology and Exploring Engineering (IJITEE), V8, P2199
[5]  
Baharudin N. A. A., 2018, Innovation for Sustainable Growth, P106
[6]  
Bloom B.S., 1984, Bloom's taxonomy of educational objectives ,
[7]  
Cam L., 2017, International Journal of Learning, Teaching, and Educational Research, V16, P55
[8]  
Camilleri MA, 2017, PROC EUR CONF GAME, P56
[9]  
Chambers GJ, 2017, PERTANIKA J SOC SCI, V25, P1641
[10]   A systematic literature review of empirical evidence on computer games and serious games [J].
Connolly, Thomas M. ;
Boyle, Elizabeth A. ;
MacArthur, Ewan ;
Hainey, Thomas ;
Boyle, James M. .
COMPUTERS & EDUCATION, 2012, 59 (02) :661-686