Collaborative Games in Teaching English to Grade 9 Students

Authors

  • Roldan C. Cabiles

Keywords:

Collaboration, Grammar Awareness, Literary Devices, Competency

Abstract

INTRODUCTION

Our Educational System has evolved to higher expectations because of globalization. It that challenges both teachers and students to be globally competitive as they deal with the demands and expectations of the world. One must be equipped with basic skills to complete a task. They have to be equipped with Critical Thinking, Creativity, Collaboration, and Communication. Students' attention only lasts for 10 minutes so teachers must be able to get the students' attention beyond that. Thus, teachers in far-flung areas find difficulties in teaching due to lack of technology.METHODSQuasi-experimental and Descriptive methods were used in the study. It included Pre-Survey Interview, pretest and posttest, and focused group discussions. This used Self-Assessment to determine their level of proficiency. There were five collaborative games developed by the researcher as interventions that intend to improve students' understanding regarding Verbals and Literary Devices. The study used the Effect Size Formula to determine the effect of the Game Interventions and compared it to the traditional formative assessment activities. A journal was also used to augment the effect of the Interventions.RESULTSThe Pretest on Verbals and Figures of Speech revealed that the students did not meet the expectation. Thus, the teacher made Collaborative Games such as: Meet and Greet Otako Fever, an anime-inspired where players have to undergo specific tasks; Run for your fan, international band groups and amazing race were used as the concept of the game; First Blood Double Kill, it modified the popularly played computer game known as DOTA; Chain Poem Game, the players have to sustain the connection of the theme of the poem to continuously play the game; Speak the Lit, with Yu Gi Oh Cards as the inspiration concept of this game. The Effect Size computation revealed an important finding. It implied that the effect of the intervention is statistically significant based on the posttest mean and mean gain results.

 

DISCUSSIONS

This study determined the effect of Games in Teaching Language among Grade 9. It attempted to improve students' understanding of grammar and figures of speech. The researcher recommends the following: The Department of Education should have a strong advocacy program in promoting 1:1 ratio of the learning package; Remediation on the two competencies must be given among Grade 9; More interestingly, challenging and enjoying writing activities must be given to Grade 9 students to enhance their Grammar and Writing Awareness.

Published

2019-01-18