Inonat All the Time: My Daily Routine

Authors

Ong Elly

Universiti Teknologi MARA Perak Branch Seri Iskandar Campus (Malaysia)

Nazirul Mubin Mohd Noor

Universiti Teknologi MARA Perak Branch Tapah Campus (Malaysia)

Muhammad Khairul Ahmad

Universiti Teknologi MARA Perak Branch Tapah Campus (Malaysia)

4Mohamad Safwat Ashahri Mohd Salim

Universiti Teknologi MARA Perak Branch Tapah Campus (Malaysia)

Muhd Syahir Abdul Rani

Universiti Teknologi MARA Perak Branch Tapah Campus (Malaysia)

Article Information

DOI: 10.47772/IJRISS.2025.922ILEIID0022

Subject Category: Education

Volume/Issue: 9/22 | Page No: 220-223

Publication Timeline

Submitted: 2025-09-22

Accepted: 2025-09-30

Published: 2025-10-22

Abstract

"InOnAt All the Time: My Daily Routine" is an educative board game, designed using the theme of daily routine to offer structured playful real-life communication in applying prepositions of time which aligns with Task-Based Language Teaching that proposes assigning meaningful task using authentic materials in real world situation. According to Krashen’s Affective Filter Hypothesis, an enjoyable language game reduces the affective filter as it brings comprehensible input in a positive and low-stress environment. The learners are engaged with improved confidence in authentic language use which shows the dual role of the gamification concept in enhancing linguistic accuracy and communicative fluency in classroom observation. The effectiveness of the game is surveyed by 51 purposefully selected first-semester diploma students before and after two weeks of grammar instruction. The results illustrate that learners' comprehension of chosen grammatical components was statistically significant as the visual and contextualized cues on the board game helped learners internalize grammar rules more naturally than through drills alone. The participants also unanimously approved the inexpensive and efficient board game as a supplementary material to complement traditional grammar teaching for other English language learners.

Keywords

gamification, Task-Based Language Teaching, Krashen’s Affective Filter Hypothesis

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References

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