Please use this identifier to cite or link to this item: https://rda.sliit.lk/handle/123456789/3603
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dc.contributor.authorPoshitha, M. G . S.-
dc.date.accessioned2024-01-23T05:54:09Z-
dc.date.available2024-01-23T05:54:09Z-
dc.date.issued2023-11-01-
dc.identifier.citationM. G . S. Poshitha. (2023). Incorporation of Digital Games in a TESL Methodology: An Innovative Approach to Teaching and Learning English Grammar in the ESL Classroom. Proceedings of SLIIT International Conference on Advancements in Sciences and Humanities, 1-2 December, Colombo, pages 80-84.en_US
dc.identifier.issn2783-8862-
dc.identifier.urihttps://rda.sliit.lk/handle/123456789/3603-
dc.description.abstractThe incorporation of digital games in the TESL methodology is considered an innovative approach to teaching and learning English based on its popularity over traditional teaching methods due to its ability to engage and motivate learners. In learning English grammar, digital games have proven mechanisms to offer an interactive fun way, enjoyable but challenging, for learners to practice and reinforce the newly learned grammatical elements with better retention and mastery. Accordingly, this paper proposes that using digital games to teach English grammar can be an effective and an engaging way to help Sri Lankan students improve their English language skills. In Sri Lanka, where traditional methods of teaching English often emphasize rote learning and memorization, approaches to learn based on digital games can be an effective innovation that boosts student-centred and immersive learning by allowing students to proceed at their own pace, receive immediate feedback, and practice skills in a safe and supportive environment. Against this backdrop, this study explores the perceptions of teachers and students about digital game-based learning in a Junior secondary ESL classroom in the Baddegama Educational Division, Sri Lanka. The data is investigated by a questionnaire served to 35 junior secondary level (grades 8-9) students and 10 English teachers in the age group of 24– 35 years. Although most of them responded positively, they pointed out several limitations in the usage of digital games in the classroom and accorded digital games only a supplementary status in TESL endeavours in the Sri Lankan context. The collected data was analysed manually using graphs, pie charts and tables.en_US
dc.language.isoenen_US
dc.publisherFaculty of Humanities and Sciences, SLIITen_US
dc.relation.ispartofseriesProceedings of the 4th SLIIT International Conference on Advancements in Sciences and Humanities;-
dc.subjectDigital Game Based Learningen_US
dc.subjectESL Classroomen_US
dc.subjectGrammaren_US
dc.subjectPerceptionsen_US
dc.subjectTESL methodologyen_US
dc.titleIncorporation of Digital Games in a TESL Methodology: An Innovative Approach to Teaching and Learning English Grammar in the ESL Classroomen_US
dc.typeArticleen_US
dc.identifier.doihttps://doi.org/10.54389/OXQM9664en_US
Appears in Collections:Proceedings of the SLIIT International Conference on Advancements in Science and Humanities2023 [ SICASH]

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