Using Personalized Monopoly Board Games to Improve Students' Comprehension in Forming Comparatives and Superlatives
Abstract
From a writing test done in the previous academic year, it was identified that students generally showed lack of understanding on the comparatives and superlatives form of adjectives. Students often mixed up and put them in wrong contexts. From the teacher’s reflection, it was found out that a more creative and active learning environment is needed to enhance the learning of comparatives and superlatives. Thus, the lesson was then improvised with the use of board games to promote active learning. This quasi experimental study was conducted to examine the effect of board games in forming the comparatives and superlatives. About 80 participants from SMP Bruder Pontianak were involved in this study. Finding showed positive result in the student’s achievement: 75% of the respondents in treatment group obtained better score compared to their pre-test results. Students also showed good responses toward its implementation. In conclusion, teaching comparatives and superlatives is effective to improve student’s understanding.
Keywords: Monopoly board game, comparatives and superlatives, adjectives
Full Text:
PDFReferences
Cheong, C., Filippou, J., & Cheong, F. (2014). Towards the gamification of learning: Investigating student perceptions of game elements. Journal of Information Systems Education, 25(3), 233.
Cook, L. S. and Olson, J. R. “The Sky's the Limit: An Activity for Teaching Project Management”. Journal of Management Education. vol. 30(3), pp. 404-420, 2006.
Catapano, J. (n.d.). Teaching Strategies: What Students Might Learn from Playing Board Games. Retrieved from https://www.teachhub.com/teaching- strategies-what-students-might-learn-playing-board-games
Leaning, M. (2015). A study of the use of games and gamification to enhance student engagement, experience and achievement on a theory-based course of an undergraduate media degree. Journal of Media Practice, 16(2), 155- 170. doi: 10.1080/14682753.2015.1041807.
McMillan, J. H., & Schumacher, S. (2010). Research in education: Evidence- based inquiry (7th ed). New York, NY: Pearson.
Treher. E.N. 2011. Learning with Board Games. The Learning Key Inc.
Vigil-Cruz, S.C. 2005. Research on Comparative Effectiveness of the PHARM Game® and other Teaching Tools, University of Connecticut, School of Pharmacy.
DOI: https://doi.org/10.26418/jefle.v1i2.43748
Refbacks
- There are currently no refbacks.

This work is licensed under a Creative Commons Attribution-NonCommercial 4.0 International License.