Journal Screenshot

International Journal of Academic Research in Progressive Education and Development

Open Access Journal

ISSN: 2226-6348

A Grammar-learning Innovation for Malaysian Indigenous learners in an EFL Context: The TurTense Mobile Game App

Khairi Fakhri Fazil , Nur Ehsan Mohd Said

http://dx.doi.org/10.6007/IJARPED/v9-i1/6997

Open access

Past studies reported positive findings when Information and Communication Technology is integrated into English grammar lessons, including the teaching of tenses for struggling children. As the English language is noted in past literature as a third or foreign language for Malaysian indigenous learners as compared to their mainstream peers, this study aimed to investigate the effects of a self-build mobile game application; the TurTense App on their learning performance and motivation in learning the continuous tenses. Twenty indigenous Temuan sub-ethnic participants from a school in the rural district of Jelebu, Malaysia were selected. Results from the pre-post intervention tests showed statistically significant differences in scores. Majority of these participants showed positive physical reactions while more than half of them showed better learning performances. These findings accentuated that the TurTense application can be incorporated in ESL and EFL classrooms to aid students in mastering continuous tenses.

Abd Rahman, H., Badusah, J., & Wahid, R. (2009). Applications of Handphone/PDA amongst Private College Students, in Proceeding of The 4th Regional Education Seminar 2009, Universiti Kebangsaan Malaysia, Bangi.
Abdullah, A., & Peters, R. F. (2015). Malaysia’s Post-PISA 2012 Direction. International Journal of Culture and History, 1, 15-20.
Abdullah, H. I., & Shah, M. (2015). Enhancing Competency in English: The Covert Ap-proach a Complementary to the Overt Approach in Teaching Grammar. Inter-national Journal of Applied Linguistics & English Literature, 4(1).
Adnan, A. H. M., & Saad, M. A. (2010). Teaching English to the minority Orang Asli: A case of systematic disempowerment. In International Conference on Minority and Majority: Language, Cultures and Identity, Hilton Kuching Sarawak (pp. 23-24).
Alzgool, M. (2019). Nexus between green HRM and green management towards fostering green values. Management Science Letters, 9(12), 2073-2082.
Ashraf, H., Motlagh, F. G., & Salami, M. (2014). The Impact of Online Games on Learning English Vocabulary by Iranian (Low-intermediate) EFL Learners. Procedia - So-cial and Behavioral Sciences 98, 286 – 291.
Azar, B. (2007). Grammar-Based Teaching: A Practitioner's Perspective. Tesl-ej, 11(2), n2.
Bossom, A., & Dunning, B. (2016). Video Games: An Introduction to the Industry. Fairchild Books, Bloomsbury. London: Bloomsbury Publishing
Bui, A., Veit, D., & Webster, J. (2015). Gamification–A Novel Phenomenon or a New Wrapping for Existing Concepts?.
Bui, K. N., & Plan, K. M. (2015). Teachers? Concerns and Solutions Towards The Imple-mentation of Digital Storytelling in Teaching English in ESL Classroom in Asian Countries. Journalism & Mass Communication, 5(9): 454–462.
Chen, H. J. H., & Yang, T. Y. C. (2013). The impact of adventure video games on foreign language learning and the perceptions of learners. Interactive Learning Envi-ronments, 21(2), 129–141.
Dini, K. (2012’0. On video games, culture, and therapy. Psychoanalytic Inquiry, 32: 496–505.
Dörnyei, Z. (2007). Research methods in applied linguistics. New York: Oxford Universi-ty Press.
Duran, H. B. (2017). How Different Generations Play Video Games, From Platforms To Genres. A. List. Retrieved from: https://www.alistdaily.com/strategy/different-generations-play-video-games-platforms-genres
Ebrahimzadeh, M. (2017). Readers, Players, and Watchers: EFL Students’ Vocabulary Acquisition through Digital Video Games. English Language Teaching, 10(2), 1-18.
Fazil, K. F., Lyn, O. J., Linggir, C. C. J., & Yunus, M. M. (2018). TurTense: A Grammatical Induction for Tenses. In International Invention & Innovative Competition (In-IIC) Series 2/2018, Resorts World Langkawi, Malaysia, 20th October. Langkawi: MNNF Publisher.
Fitria, E., Basri, H., & Thamrin, N. (2013). Teaching Present Continuous Tense to the Seventh Grade Students Through Short Dialogue. e-Journal of English Lan-guage Teaching Society (ELTS), 1(1).
Granic, I., Lobel, A., & Engels, R. C. M. E. (2014). The benefits of playing video games. American Psychologist, 69: 66–78.
Hamzah, M. I., Embi, M. A., & Ismail, A. (2010). ICT and diversity in learners’ attitude on smart school initiative. Procedia-Social and Behavioral Sciences, 7, 728-737.
Ien, L. K., Yunus, M., & Embi, M. A. (2017). Build Me Up?: Overcoming Writing Prob-lems Among Pupils In A Rural Primary School In Belaga , Sarawak , Ma-laysia. Jurnal Pendidikan Humaniora, 5(1): 1–7.
Kemmis, S., & McTaggart, R. (1988). The action research reader. Geelong. Victoria: Dea-kin University Press.
Kennedy, P. (2009). How to combine multiple research methods: Practical Triangulation. Retrieved from Johnny Holland : http://johnnyholland.org/2009/08/practical-triangulation.
Khalid, N., Islam, D. M. Z., & Ahmed, M. R. M. (2019). Sentrepreneurial Training and Organizational Performance: Implications for Future. Humanities & Social Sciences Reviews, 7(2), 590-593.
Kitchin, R., & Tate, J. T. (2013). Conducting Research

In-Text Citation: (Fazil & Said, 2020)
To Cite this Article: Fazil, K. F., & Said, N. E. M. (2020). A Grammar-learning innovation for Malaysian Indigenous learners in an EFL context: The TurTense Mobile Game App. International Journal of Academic Research in Progressive Education and Development, 9(1), 220–235.