Comprehensive Assessment Instrument for Game-Based Learning to Enhance Understanding of 'Vakkiyam Vagaigal’ in Tamil Grammar
DOI:
https://doi.org/10.37134/jvt.vol5.2.3.2024Keywords:
comprehensive assessment instrument, game-based learning, vakkiyam vagaigal, tamil grammar, snap card game, cognitive engagement, active learningAbstract
This journal investigates the development of a comprehensive assessment instrument for game-based learning (GBL) to improve students' understanding of ‘Vakkiyam Vagaigal’ in Tamil grammar. The study introduces a Snap Card Game, designed to engage students in identifying and categorizing sentence types such as Seithi Vakkiyam, Katdalai Vakkiyam, Vendukkol Vakkiyam, and Veena Vakkiyam. The game incorporates interactive, fast-paced mechanics to promote cognitive engagement and collaboration. The research follows a quasi-experimental design with primary and secondary school students as participants. Students' understanding of Tamil grammar was assessed before and after playing the game, measuring the impact of the game-based approach. The results demonstrate enhanced comprehension, improved retention of grammatical rules, and increased motivation for learning. This study highlights the potential of GBL in making complex grammar concepts more accessible and enjoyable, encouraging its integration into classroom environments to foster active learning and participation.
References
Gee, J. P. (2003). What Video Games Have to Teach Us About Learning and Literacy. Palgrave Macmillan.
Prensky, M. (2001). Digital Game-Based Learning. McGraw-Hill.
Piaget, J. (1952). The Origins of Intelligence in Children. International Universities Press.
Vygotsky, L. S. (1978). Mind in Society: The Development of Higher Psychological Processes. Harvard University Press.
Kapp, K. M. (2012). The Gamification of Learning and Instruction: Game-Based Methods and Strategies for Training and Education. Pfeiffer.
Jonassen, D. H., & Land, S. M. (2000). Theoretical Foundations of Learning Environments. Routledge.
Zichermann, G., & Cunningham, C. (2011). Gamification by Design: Implementing Game Mechanics in Web and Mobile Apps. O'Reilly Media.
Mayer, R. E. (2014). The Cambridge Handbook of Multimedia Learning (2nd ed.). Cambridge University Press.
Garris, R., Ahlers, R., & Driskell, J. E. (2002). Games, Motivation, and Learning: A Research and Practice Model. Simulation & Gaming, 33(4), 441-467. https://doi.org/10.1177/1046878102238607
Sharples, M., Taylor, J., & Vavoula, G. (2005). Towards a Theory of Mobile Learning. Proceedings of mLearn 2005 Conference. https://doi.org/10.1109/ICALT.2007.2
Downloads
Published
Issue
Section
License
Copyright (c) 2025 Yuvaaneswaran Kaliappan, Yaashvini Mohen Gandhi, Kuganeswary K. Sarangan, Malini Thiyaka Rajan, Sathiyamalar Paramasivan, Lechumi Subramaniam, Anbarasan Muniandy, Yuvaraj K Arumugam

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