We’re sorry, something doesn't seem to be working properly.

Please try refreshing the page. If that doesn't work, please contact support so we can address the problem.

Skip to main content

UiTM Students’ Perception Toward Grammar-Related Autonomous Supportive Practice (GRASP) as a Grammar Learning Tool: Is It Enjoyable to Use and Effective in Strengthening Grammar Comprehension?

  • Conference paper
  • First Online:
Proceedings of the Second International Conference on the Future of ASEAN (ICoFA) 2017 - Volume 1

Abstract

With the intention to help students learn English grammar better and in a fun way, a language-learning game called Grammar-Related Autonomous Supportive Practice (GRASP) was developed by a group of researchers. The inclusion of fun elements like pictures on grammar question cards, the determination of the winner according to who is the fastest to arrive at the finish line, the penalty for giving wrong answers, and a surprise penalty or reward can result in the players being more interested in learning English grammar, thus improving their grammar comprehension for more grammatical English use. To identify whether this game was perceived as an enjoyable grammar learning tool and if it was effective in strengthening grammar comprehension, 114 Universiti Teknologi MARA (UiTM) Pulau Pinang students, who played GRASP, were given a questionnaire which contained 20 self-reporting statements about the game for them to complete. It was discovered that most of the respondents believed that GRASP managed to engage them in an enjoyable grammar learning experience as they admitted to have enjoyed testing their grammar understanding through playing this game (M = 4.43, SD = 0.515). The majority (M = 4.18, SD = 0.632) of the participants also claimed that their English grammar had improved after playing GRASP, as presented by the findings in item 19. Obviously, GRASP was perceived positively by the respondents as an effective learning tool for them to utilize.

This is a preview of subscription content, log in via an institution to check access.

Access this chapter

Chapter
USD 29.95
Price excludes VAT (USA)
  • Available as PDF
  • Read on any device
  • Instant download
  • Own it forever
eBook
USD 259.00
Price excludes VAT (USA)
  • Available as EPUB and PDF
  • Read on any device
  • Instant download
  • Own it forever
Hardcover Book
USD 329.99
Price excludes VAT (USA)
  • Durable hardcover edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info

Tax calculation will be finalised at checkout

Purchases are for personal use only

Institutional subscriptions

References

  • Burns, R. B., & Burns, R. A. (2008). Business research methods and statistics using SPSS. Thousand Oaks: Sage Publications.

    Google Scholar 

  • Caroll, M. K. (2011). Fun and games in higher education. Eastern Education Journal., 40(1), 23–32.

    Google Scholar 

  • Edwardes, M. (2010). The origins of grammar. London: Continuum International Publishing Group.

    Google Scholar 

  • Goodwin, J. (2014). Teaching pronunciation. In M. Celce-Murcia, D. M. Brinton, & M. A. Snow (Eds.), Teaching English as a second language (4th ed.). Boston: National Geographic Learning.

    Google Scholar 

  • Hadfield, J. (1999). Beginners’ communication games. UK: Pearson Education Limited.

    Google Scholar 

  • Larsen-Freeman, D. (2014). Teaching grammar. In M. Celce-Murcia, D. M. Brinton, & M. A. Snow (Eds.), Teaching English as a second language (4th ed.). Boston: National Geographic Learning.

    Google Scholar 

  • Lucas, F. M. M. (2017). The game as an early childhood learning resource for intercultural education. Procedia – Social and Behavioral Sciences, 237, 908–913.

    Article  Google Scholar 

  • Luu, T. T., & Nguyen, T. M. D. (2010). Teaching English grammar through games. Studies in literature and language, 1(7), 61–75.

    Google Scholar 

  • Richard-Amato, P. A. (1996). Making it happen: Interaction in the second language classroom (2nd ed.). New York: Longman.

    Google Scholar 

  • Stelovsky, J. (2001). Can rote memorization be fun? A game shell for concept matching with Java and XML. Proceedings of the 34th annual Hawaii international conference on system sciences. IEEE. Available at: http://ieeexplore.ieee.org/stamp/stamp.jsp?arnumber=926549.

  • Swan, M. (2005). Grammar. Oxford: Oxford University Press.

    Google Scholar 

  • Wright, A., Betteridge, D., & Buckby, M. (2005). Games for language learning (3rd ed.). New York: Cambridge University Press.

    Google Scholar 

Download references

Author information

Authors and Affiliations

Authors

Editor information

Editors and Affiliations

Rights and permissions

Reprints and permissions

Copyright information

© 2019 Springer Nature Singapore Pte Ltd.

About this paper

Check for updates. Verify currency and authenticity via CrossMark

Cite this paper

Mohd Amin, N., Abdul Rahman, N.A., Razali, W.N., Abu Bakar, M.S., Sharipudin, M.N., Mohd Amin, N. (2019). UiTM Students’ Perception Toward Grammar-Related Autonomous Supportive Practice (GRASP) as a Grammar Learning Tool: Is It Enjoyable to Use and Effective in Strengthening Grammar Comprehension?. In: Mat Noor, A., Mohd Zakuan, Z., Muhamad Noor, S. (eds) Proceedings of the Second International Conference on the Future of ASEAN (ICoFA) 2017 - Volume 1. Springer, Singapore. https://doi.org/10.1007/978-981-10-8730-1_13

Download citation

Publish with us

Policies and ethics