QuizWhiz: a grammar-based board game for interactive English

Ganasen, Thevashini and Segaran, Kareshma and Raveenthar, Krishna Thevar and Mohd Arshad, Safwan Siddiq and Kandasamy, Moganashwari (2025) QuizWhiz: a grammar-based board game for interactive English. In: Innovation in action: turning ideas into reality. Universiti Teknologi MARA, Negeri Sembilan, pp. 336-341. ISBN 9786299595304

Abstract

QuizWhiz is a fun and educational grammar board game that helps learners improve their English in an engaging way. Based on the QuizWhiz framework, it focuses on building grammar, vocabulary, and sentence-writing skills through interactive play. Instead of traditional worksheets or lectures, QuizWhiz encourages active learning through tasks, questions, and challenges. The game covers key topics like parts of speech (nouns, verbs, adjectives), sentence types, tenses, conjunctions, punctuation, and vocabulary at three levels (easy, medium, hard). As players move around the board, they answer questions, collect tokens, and build “houses” to show their progress, making learning rewarding and fun. Teachers can use it in class, group work, or even for quick reviews or assessments. It saves prep time and can be adjusted for different levels. QuizWhiz also supports writing skills by linking grammar to real writing tasks, especially for essays. With its colorful design and wide content range, QuizWhiz has strong potential as a digital app with features like progress tracking, voice input, and multiplayer play. Overall, QuizWhiz makes grammar learning fun, effective, and student-friendly, for classrooms and beyond.

Metadata

Item Type: Book Section
Creators:
Creators
Email / ID Num.
Ganasen, Thevashini
UNSPECIFIED
Segaran, Kareshma
UNSPECIFIED
Raveenthar, Krishna Thevar
UNSPECIFIED
Mohd Arshad, Safwan Siddiq
UNSPECIFIED
Kandasamy, Moganashwari
UNSPECIFIED
Subjects: A General Works > Academies and learned societies (General)
Divisions: Universiti Teknologi MARA, Negeri Sembilan > Seremban Campus
Page Range: pp. 336-341
Keywords: Gamified learning, grammar, academic writing, English proficiency, vocabulary
Date: 2025
URI: https://ir.uitm.edu.my/id/eprint/119909
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