Exploring Digital Ways for Teaching Basic English Grammar of EFL
(English for Foreign Language) Context: An Experience of Indonesian
Students
Arimuliani Ahmad
Universitas Islam Riau, Pekanbaru, Indonesia
Keywords:
Digital ways, Kahoot, Padlet, Basic English Grammar, E-learning
Abstract:
Nowadays, the integration of technology and education is common and useful option in order to achieve learn-
ing outcomes especially for teaching foreign language. The gap of learning experience can be avoided. This
article exposes the utilization of Padlet and Kahoot! in teaching Basic English Grammar in EFL (English for
foreign language) context. This study was qualitative approach. The result of this research exposes the imple-
mentation of Padlet as one useful alternative to teach Basic English Grammar to elaborate others multimedia
which can enhance students’ understanding of the lesson and ease students to create and submit students’
work creatively as an effort to fulfill the challenge of 21 century competence. Besides, all logs and data
keep permanently online so lecturer can manage their document well. Furthermore, Kahoot! also becomes
one alternative to reduce students’ anxiety in learning English Grammar, because it is designed joyful with
completed audio-visual feature and having a break as suitable as needed.
1 INTRODUCTION
Teaching Grammar for English as Foreign Language
is commonly challenging. Many factors are involved
such as students’ negative mindset of grammar itself
which is quite hard to be mastered because it has dif-
ferent rules with their mother tongue (Ahmad, 2014).
Besides, common obstacle of its atmosphere is bore-
dom. The way teacher builds up students’ understand-
ing of grammar often make they feel boring because
it is not suitable with their willing. Therefore, the lec-
turer provides grammar task conventionally on certain
book or paper. Overall, grammar lesson seems unin-
terested lesson but actually it is important point due to
master English skills. Their grammar competence is
influenced their English proficiency included listen-
ing, speaking, reading and writing.
Perception that they bring from senior high school
continues to higher education. In the beginning, stu-
dents who just adjust new policies, strategies and
rules in university level need more motivation to
change their learning habit. Besides, there a lot of
different points of view of teacher in high school level
than university level. It seems that university lecturer
should review and reinforce what they should master
in early level which they do not master enough previ-
ously.
Therefore, many studies reveal the positive effect
of technology integrated in teaching and learning pro-
cess. First, digital tools such as YouTube and Blog
can improve students’ vocabulary mastery (Arndt and
Woore, 2018). Other studies also prove that Moodle
gives benefits for students’ proficiency (Wu and Hua,
2008) (Levy, 2009) (Rad, 2018) (Abunabah, 2012)
(Nedeva et al., 2010) (Nozawa, 2011). Besides, e-
learning also gives good contribution toward students’
English proficiency such as Edmodo (Al-Naibi et al.,
2018), Padlet (Kleinsmith, 2017), Facebook (Wang
et al., 2012), (Ingalls, 2017), and (Kalelio
˘
glu et al.,
2017), Blackboard’s Discussion Boards, Blogs and
Wikis (Alharbi, 2015), Whatsapp (Fattah, 2015).
In order to overcome those problems, university
lecturers need to explore digital ways in teaching.
There are a lot of digital tools can be adopted in teach-
ing as online or offline. Researcher has developed
e-module to teach Basic English Grammar (Ahmad,
2017), the result show there is improvement of stu-
dents’ grammar competence but it is not directly ful-
filling the researcher expectation. Teaching and learn-
ing process need to be revised. Researcher must con-
sider about joy and cheerfulness. Even though learn-
ing grammar is hard but they do not try to avoid it.
One solution to manage teaching and learning pro-
Ahmad, A.
Exploring DigitalWays for Teaching Basic English Grammar of EFL (English for Foreign Language) Context: An Experience of Indonesian Students.
DOI: 10.5220/0009105402330237
In Proceedings of the Second International Conference on Social, Economy, Education and Humanity (ICoSEEH 2019) - Sustainable Development in Developing Country for Facing Industrial
Revolution 4.0, pages 233-237
ISBN: 978-989-758-464-0
Copyright
c
2020 by SCITEPRESS Science and Technology Publications, Lda. All rights reserved
233
cess is combination of using digital tools as gamifica-
tion strategy which is Kahoot! and Padlet. Licorish
et al (Licorish et al., 2018) reveal students’ percep-
tion toward Kahoot!. They found that it gets positive
perception from students, therefore it involves stu-
dents’ participation and increase students’ motivation
in learning because Kahoot! provides audio-visual,
and timely feedback. Kahoot! engages students-
lecturer interaction. Then, it also has a break to en-
sure students focus on the game which reflected by
projector on the screen. Furthermore, Padlet also give
benefits on students’ proficiency (Kleinsmith, 2017)
(De Berg, 2016). Berg (De Berg, 2016) designed
his research by combining Padlet with Project-based
learning. He focuses on students’ language profi-
ciency and their soft skills such as creativity and prob-
lem solving. The result also provides students per-
ception. The result shows that the highest level of
students’ respond is enjoyment.
This research is designed to teach Basic English
Grammar course in Teacher Training and Education
Faculty of one private university in Indonesia. It uti-
lizes Kahoot! and Padlet by adapted material which is
familiar with our students to make they ease to master
the lesson.
2 BACKGROUND LITERATURE
REVIEW
2.1 Padlet
A padlet
1
is a kind of e-learning which provides a
virtual pin board that allows students to collaborate
various files, including Word documents, YouTube
videos, PowerPoint presentations, etc. It can be uti-
lized to collect students’ works or also lesson provid-
ing by lecturer by integrating varieties of files or mul-
timedia. It gives opportunity for students to do collab-
orative work or project that can be done everywhere
and every time they need. Besides, it also provides
timely feedback which can be addressed to students
or lecturer as input of their project.
In teaching Basic English Grammar, researcher
implement this tool to enhance students’ grammar
competence by integrated particular videos and les-
son from authentic context from native speakers of
English language. After learning that lesson au-
tonomously, the students were expected to do some
exercises on that board.
1
www.padlet.com
2.2 Kahoot!
Kahoot!
2
is one of digital tools which adopted gam-
ification strategy. This is can be accessed by android
application or online searching (web-based). This
tool provides audio-visual files, and timely feedback,
automatic scoring, and having a break. Fortunately,
lecturer can prepare their own content to ensure stu-
dents’ understanding which suitable with their cul-
ture. As closer the content/questions with the stu-
dents’ experience as ease for students to understand
that.
Kahoot! allows lecturer to create appropriate con-
tent with their own syllabus which focus on his/her
learning objectives. Lecturer constructs the quiz in
which students participate as payers in a game show
(Wang, 2015) and adopt informal situation for learn-
ing assessment which provide cozy situation by au-
dio and podium point system) that facilitate students’
competition to get three podiums as top three of all
participants. This is easy applying for lecturer or
students in teaching and learning process; therefore,
prior training is not needed to use it (Plump and
LaRosa, 2017). Indeed, lecturer also can integrate this
tool with other media such as presentation slide (Ms.
Power Point) in the classroom as additional task to see
students’ understanding of the lesson. This quiz can
be created with additional image or video to provide
extra input for the questions and the lecturer can con-
trol it which controls the timeline, skipping question,
and setting for random questions. the competition at-
mosphere can be built up because the score will be
awarded by considering timeliness and correctness.
So, the students need to answer the question correctly
and quickly to get higher score. Showing students’
score on the screen will build up students’ motiva-
tion and engagement because they feel winner spirit
to lead the board (Barrio et al., 2015), (Wang and
Lieberoth, 2016). Therefore, designing the questions,
administrating the quiz, and also facilitate discussion
about (in) correct questions together in the classroom
can be organized by the lecturer in implementation of
Kahoot! for face-to face learning. Overall, Kahoot!
can increase students’ learning experience more dy-
namic (Licorish et al., 2018).
2.3 Teaching Basic English Grammar
Course
Basic English Grammar is the first level of Gram-
mar course that have been taught for English Major
of Teacher Training and Education faculty in Univer-
2
kahoot.com
ICoSEEH 2019 - The Second International Conference on Social, Economy, Education, and Humanity
234
sitas Islam Riau. End of this class, students are ex-
pected to be able to identify, analyze and implement
correct rule in English language (Grammar) as spo-
ken and written. This course consists of three credits
for one semester. There are sixteen meetings for one
semester with twelve topics which are designed by the
lecturer and legalized by our Dean.
First topic is about Parts of Speech. The students
are expected to master the types and the usages of
it in sentence. There are eight parts involve such
as noun, verb, adjective, adverb, pronoun, preposi-
tion, conjunction and interjection (Lester, 2005). Sec-
ond topic is about Clause which consists of main
clause, subordinate clause, relative clause, and noun
clause. Third topic is about sentence. They are ex-
pected to comprehend sentence types such as sim-
ple sentence, compound sentence, complex sentence
and compound-complex sentence. Fourth topic is
about Tenses for two meetings. Fifth topic is about
Subject-verb Agreement. Sixth topic is about modal
auxiliaries. Seventh topic is about Active-Passive
Sentence. Eighth topic is about Direct and Indirect
Speech. Ninth topic is about Gerund and Infinitive.
Eleventh topic is about Conditional Sentence. The
last topic is WH-Questions.
Overall, this research addressed to explore the
researchers’ experience in teaching Basic English
Grammar through digital ways. There were two re-
search questions:
RQ1: How was the implementation of digital ways
through Padlet and Kahoot! in teaching Basic English
Grammar?
RQ2: How are the students’ engagement toward the
implementation of Padlet and Kahoot! in learning Ba-
sic English Grammar.
3 METHODOLOGY
This research adopted qualitative approach. The pur-
pose of this research was to expose the implementa-
tion and students’ engagement of digital tools; Padlet
and Kahoot! in teaching Basic English Grammar
(Grammar 1). There were 140 students as participant
of this research from first semester students of English
Language Education of Universitas Islam Riau. The
instrument of this research was digital documentation.
All logs and data were kept on Padlet and Kahoot!
Platform.
4 PRACTICAL APPLICATIONS
RQ1: How was the implementation of digital ways
through Padlet and Kahoot! in teaching Basic English
Grammar?
All logs and students’ tasks were documented on-
line whether Padlet or Kahoot!. Firstly, the imple-
mentation of Padlet addressed to build up students’
understanding of lesson with certain topics. To illus-
trate it, see appendix 1. The lecture adopted Blended
Learning in teaching Basic English Grammar. Lec-
turer took three meetings as online learning (outside
the classroom) for Infinitive and Gerund, Tenses, and
WH-Question topic. Students were expected to learn
by using material that has been pinned on Padlet
board then they needed to answer certain questions
to see their understanding toward the lesson. There
were two ways of answering the exercises; 1) they
did the task by posting it on that board, 2) they com-
mended on comment space below the material. For
lesson The Use of Gerund and Infinitive lesson, they
were asked to watch two videos about it from BBC
YouTube Channel. Those videos illustrate the use
of Gerund and Infinitive in real condition of native
daily communication (British) to understand the use
of them in the real context. Besides, they needed to
read three sequent posts (1
st
Reading, 2
nd
Reading
and 3
rd
Reading) for further explanation of Gerund
and Infinitive. Next, they were asked to do the exer-
cises on that pin board (Padlet).
Furthermore, every face-to face learning in
the classroom, lecturer implemented Kahoot! as
exercises. Lecturer explained the lesson in the
classroom by giving written examples on whiteboard
as implemented of instructional method. Lecturer
explained the lesson by asking students’ engagement.
Lecturer strove to increase teaching and learning
dynamic by attacking student’ concentration. It was
done by asking selecting students to come forward
and giving direct instruction about the topic. They
were asked to write example of using grammar
(suitable for each topic for every meeting). For
example, when they learn and discuss about sentence
types, therefore, lecturer asked students to write
down one example for each type. After that, lecturer
and students in the classroom correct it together.
Finally, the end of meeting about 30 minutes, lecturer
played a Kahoot! (see appendix 2) to see students’
understanding and also discuss about the correct ex-
planation about their mistakes. It can be accessed by
https://create.kahoot.it/share/basic-english-grammar-
test/9be65ff6-42cb-440d-a2cc-6491be9dfa19.
Overall, teaching and learning process becomes
more dynamic by using this Kahoot (gamification).
Exploring DigitalWays for Teaching Basic English Grammar of EFL (English for Foreign Language) Context: An Experience of Indonesian
Students
235
It motivates students to learn and it can achieve stu-
dents’ concentration a lot. They more focus on the
material on the screen. They need to answer the ques-
tions correctly and quickly to get better score. They
need to compete to be the first podium as winner. Fair
competition was created by the lecturer, and then ei-
ther special gift is delivered for first podium of winner
or good additional score is delivered to first and sec-
ond podium of winner. Besides, they also seem enjoy
the process because Kahoot! also provide audio and
visual features. They are engaged in quiz by facing
the screen and their gadget, they are commonly panic
if they are misconnecting on the link. It is reflected by
their request to play the quiz by using Kahoot! again
for every meeting. Additionally, lecturer also utilized
Kahoot! for examination process (see figure 1). To
sum up, it can reduce students’ anxiety to learn or face
quiz of Grammar.
Figure 1: Examination Process by using Kahoot!
Figure 1 illustrated situation of Grammar test by
using Kahoot!. The students had to prepare their gad-
get and its connection to access the Kahoot’s link and
then they registered to the game id by typing their
full name. After all of students registered, lecturer
played the game by integrated projector and her pc to
show the question. Furthermore, students answered
25 questions by using their own gadget. Every single
question had duration to 60 seconds. At the end, they
directly known their score.
5 CONCLUSION AND
IMPLICATION
Nowadays, technology is not a luxurious thing any-
more but it is a common need of every person around
the world. For advanced country, it is a common thing
but for developed country it is different. It is a kind of
precious thing to be maximized especially for teach-
ing and learning process. There are a lot of free ap-
plications or software as digital tools that can be im-
plemented to enhance the learning objectives. Com-
monly, it needs a lot of trial and errors to reveal the
advantages of them in learning. The only one classic
problem in my country is about internet access. In-
deed, the same thing with these two digital tools, there
are many researches prove the positive contribution of
using technology in order to achieve learning objec-
tives. It is better to further researchers to create digital
tools which can be accessed offline.
ACKNOWLEDGEMENTS
Researcher would like to deliver thank to head of En-
glish Language Education of Universitas Islam Riau
to allow online final test for Basic English Grammar
Course and students who participated to this study.
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