The Usage of Games (Adapted from Korean Reality Shows) in Oral English Classroom to Increase Participation in Speaking

Abstract

This study aims to understand how games influence oral English learning in terms of participation and motivation through a context-aware learning environment. Games help students to engage in learning activities based on motivation theory, involving various educational strategies, including game-based learning, collaborative learning, and context-aware learning. A qualitative research using case study method was adopted. A group of 30 students participated in the game learning activities. The games consisted of four types of games, each has its own set of activities; namely Quick Quiz, Mind your Head, Time’s Over and Spontaneous Story Telling. Before the game activities, a pre-test questionnaire and survey questionnaire were administered. During the game activities, observations and interviews were carried out by researcher. The evaluation results of the learning participation and learning motivation demonstrated that incorporating games into the English learning process could achieve better oral English learning outcomes. The study showed that the interest in learning English had changed after the implementation of the series of language games; respondents who initially find it troublesome with certain problems, especially in grammar usage in speaking, had confidently used the language.



Author Information
Hamzah Md Omar, Universiti Malaysia Sabah, Malaysia
Nurul Nazira Hamzah, Universiti Malaysia Sabah, Malaysia
Abdul Rashid Mohamed, Universiti Malaysia Sabah, Malaysia

Paper Information
Conference: ACLL2015
Stream: Language education

This paper is part of the ACLL2015 Conference Proceedings (View)
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Posted by James Alexander Gordon