tasks not only prepare students but also sustains enthusiasm, motivating students to focus on flow and the
communication while enjoying meaningful practice.
The board game is designed for two to four players which begins with each placing their counters at the
START. Players take turns rolling the dice conforming to the Dice Roll Rules to decide how far their counters
move across the board. As the counters advance, certain spaces on the board serve as checkpoints for grammar
practice activities. Specifically, whenever a counter lands on a red circle, the player must draw one Question
Card. The cards contain practice items related to the use of prepositions of time. Upon drawing a question
card, the player is to read the item on the card aloud before providing an oral response. The answer given is
validated according to the rules stated on the Question Card. The player is rewarded or penalized based on his
or her oral response. A correct oral response allows the counter to be moved two spaces forward on the board
game, as opposed to an incorrect oral response that results in the counter moving backward one space. Then, it
is the next player’s turn to play. The game continues in this manner until a player successfully moves his or her
counter to the END, which signifies the end of the game.
RESULTS AND DISCUSSION
Board Game Is Effective
Based on the perspective of the Task-Based Language Teaching (TBLT) theoretical framework, the findings of
this study show that the board game “InOnAt All the Time: My Daily Routine” acted as a complete task rather
than just a grammar activity. In TBLT, tasks are goal focused activities where language forms are used to
achieve an outcome. In this study, each turn on the board, and every Question Card required learners to
produce time expressions aloud to move their counters forward, making the correct use of in, on and at
essential to progressing in the game. This reflects the task stage in which meaning and form are combined
within an authentic communicative context. The results revealed that most of the participants strongly agreed
on the effectiveness of this board game, with 96.1% of the 51 respondents acknowledging the board game
being a useful and enjoyable medium for learning prepositions of time. This immensely positive response
suggests that incorporating board games into language instruction can significantly enhance students’
motivation and comprehension of content. By turning complex grammar rules into interactive and playful
experiences, learners were able to apply prepositions of time more confidently and accurately.
Board Game Is Fun
The participants expressed that their overall experience with the board game “InOnAt All the Time: My Daily
Routine” as highly positive and rewarding. The participants believed that the game not only supported them
learning prepositions of time but also provided an enjoyable and engaging atmosphere for their practice.
Quantitative results reinforced these perceptions, as the participants gave consistently high mean scores across
several dimensions of positive affect. They specifically strongly agreed that the game was enjoyable (M =
4.31, SD = 0.735), fun (M = 4.27, SD = 0.723), and engaging (M = 4.20, SD = 0.860). Furthermore, the
highest mean score recorded was for the game’s ability to make them happy while learning (M = 4.37, SD =
0.662). These findings suggest that the board game successfully combined meaningful learning opportunities
with elements of enjoyment, which are essential in lowering anxiety and sustaining motivation in language
classrooms. To further validate these positive outcomes, participants’ responses to negatively phrased
statements revealed strong disagreement, suggesting that the game was not perceived as unhelpful or
frustrating. For example, they disagreed with the idea that playing the game was a waste of time (M = 1.35, SD
= 0.716). Similarly, they reported very low agreement with statements suggesting that the activity caused a bad
mood (M = 1.71, SD = 0.965) or feelings of frustration (M = 1.86, SD = 1.000). These low mean scores
demonstrate that the game avoided common pitfalls which are often associated with classroom activities, such
as boredom, stress, or disengagement. The findings of this study provide valid evidence that “InOnAt All the
Time: My Daily Routine” was not only an effective learning tool for practicing prepositions of time but also a
pedagogical approach that enhanced learners’ enjoyment, motivation, and emotional well-being in the process.