Students’ opinion on a language game: a preliminary study on monoEnglish / Siti Aishah Taib... [et al.]

This study was conducted with the aim to investigate ESL students’ opinion on the usefulness of the language game on ESL learning, in relation to affective domain, and their opinion on how the game can be improved. The game was designed by four ESL students and supervised by their lecturer within...

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Main Authors: Taib, Siti Aishah, Rasdi, Nurul Nadiah, Syamsudin, Putera Haıkal Iskandar, Mazrı, Nur Aına Athirah, Che Mat Noor, Che Nurul Liyana, Mohammad Lutfi, Nadhira Qasreena
Format: Article
Language:English
Published: UiTM Cawangan Johor 2019
Subjects:
Online Access:http://ir.uitm.edu.my/id/eprint/41874/1/41874.pdf
http://ir.uitm.edu.my/id/eprint/41874/
https://insightjournal.my
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Summary:This study was conducted with the aim to investigate ESL students’ opinion on the usefulness of the language game on ESL learning, in relation to affective domain, and their opinion on how the game can be improved. The game was designed by four ESL students and supervised by their lecturer within 3 weeks. It was then played by a class of ESL students (n=28) for four ESL lessons. A set of questionnaires was distributed to the students to answer the research questions. The findings revealed that the respondents agreed the game was useful on ESL learning. It aided to improve their English language skills (median = 4.00), helped them learn English while having fun (median = 4.50) and improved their knowledge about English language (median = 4.00). Respondents would recommend the game to other people (median = 4.50), and they wanted to play the game in their English class (median = 4.50). In relation to affective domain, the game motivated them to use English (median = 4.00) and they were excited to learn English when playing the game (median = 4.00) and became more confident to use English after playing the game (median = 4.00). The respondents also believed that the game needed improvement in its appearance (57.1%, n=16), content (42.9%, n=12) and rules (35.7%, n=10). Their comments revealed four themes which are compliments, suggestions to improve the game, benefits, and others. Discussions of the results and future research recommendations are also included in this paper.