Abstract
Understanding contextual clues is one of several important aspects of learning the English language which learners need to master in achieving better reading comprehension. Get A Clue! - a word-card game, is developed to assist English educators to teach contextual clues joyfully and interactively. The word-card game is aimed to provide a meaningful experience for learners in enhancing their English lexicon. This word-card game is also aimed to facilitate language learning in effective and joyful ways by allowing students to interactively guess the meaning of the words, along with parts of speech and their etymology. Moreover, this word-card game also anticipates learners’ participation as it provides an interactive learning experience through gamification. A pilot study involving a group of diploma students was carried out to examine the potential of Get A Clue! in improving learners' vocabulary. The study's findings suggested that Get A Clue! would be helpful in boosting students' vocabulary learning in their English language classes.
Metadata
Item Type: | Conference or Workshop Item (Paper) |
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Creators: | Creators Email / ID Num. Iksan, Halimatussaadiah UNSPECIFIED Kamarudin, Syaza UNSPECIFIED Khairul Ahmad, Muhammad UNSPECIFIED Hanafi @ Mohd Ghani, Madaha UNSPECIFIED Safwat Ashahri Mohd Salim5, Mohamad UNSPECIFIED Diyana Maznun, Mirrah UNSPECIFIED |
Contributors: | Contribution Name Email / ID Num. Chief Editor Wan Ismail, Wan Nurul Fatihah UNSPECIFIED Editor Mohd Fuat, Nor Hazirah UNSPECIFIED Editor J Z Nun Ramlan, Noor Fazzrienee UNSPECIFIED Editor Anuar, Nuramira UNSPECIFIED Editor Abdullah, Shazila UNSPECIFIED |
Subjects: | P Language and Literature > PE English language > Study and teaching |
Divisions: | Universiti Teknologi MARA, Perak > Seri Iskandar Campus > Academy Of Language Studies (APB) |
Journal or Publication Title: | The 11th International Invention Innovation & Design Exhibition 2022 (INDES 2022) |
Page Range: | pp. 379-381 |
Keywords: | word-card game, contextual clues, interactive learning, gamification, learning strategies |
Date: | 2022 |
URI: | https://ir.uitm.edu.my/id/eprint/111809 |