English Grammar Self-Evaluation Through Gamified Assessment – A Preliminary Study

Ainaa Abdul Rashid, Rosseni Din


Gamification method in teaching and learning has been applied widely by the educators. Gamification is not only used in lessons, but it can be an alternative of evaluation to enhance students’ understanding in certain topics. In learning English language, one of the challenges faced by students is the English grammar. English grammar is subjective and the most basic grammar topic is Subject-Verb Agreement (SVA) which has been learned since Standard 1. Yet, students still have difficulty on mastering this topic. Therefore, a preliminary study was executed to observe the potential of a grammar assessment using gamification as an alternative for students to do self-evaluation to master a grammar topic called Subject-Verb Agreement which is mainly used in writing and speaking. A gamified assessment was conducted to 1044 Form One students of MRSM with different English proficiency levels. They were assessed on the grammar topic which consisted of 30 multiple-form questions and they were given 45 minutes to complete the assessment with different levels of difficulty. Based on the results, the students are in good and average level on understanding the grammar topic.  In conclusion, this preliminary study can be used to design an alternative English grammar assessment by incorporating gamification for students to enhance their knowledge and master the English grammar.


English grammar, gamification, subject-verb agreement, gamified assessment

Full Text:



Ahmad, T. S., & Hussin, A. A. (2017). Application of the Bloom’s Taxonomy in Online Instructional Games. International Journal of Academic Research in Business and Social Sciences, 7(4), 1009-1020.

Alhaysony, Maha; Alhaisoni, Eid. EFL Teachers’ and Learners’ Perceptions of Grammatical Difficulties. Advances in Language and Literary Studies, [S.l.], v. 8, n. 1, p. 188-199, Feb. 2017. ISSN 2203-4714.

Atmaja, P. W., & Mandyartha, E. P. (2020). Gamification of Assessment Test through Multiple Question Paths to Facilitate Participants’ Autonomy and Competence. Letters in Information Technology Education (LITE), 3(1), 9-17.

Bhatia, S. (2018), Applicant Reactions to Game-Based Assessments: the Effects of Flow, Fairness, and Fit, (Doctor of Philosophy), Michigan State University, Lansing, MI.

Cabrera, P., Castillo, L., Gonzalez, P., Quinonez, A. & Ochoa, C. (2018). The Impact of Pixton for teaching grammar and vocabulary in EFL Ecuadorian context. Teaching English with Technology, 18(1), 53-76

Castillo-Cuesta, L. (2020). Using Digital Games for Enhancing EFL Grammar and Vocabulary in Higher Education. International Journal of Emerging Technologies in Learning (iJET), 15(20), 116-129.

Chang, M. M., & Hung, H. T. (2019). Effects of Technology-Enhanced Language Learning on Second Language Acquisition. Journal of Educational Technology & Society, 22(4), 1-17.

Costa, F. A., Raleiras, M., & Viana, J. (2021, November). 12 PEDAGOGICAL PRINCIPLES FOR THE USE OF GAMIFICATION IN HIGHER EDUCATION. In Proceedings of ICERI2021 Conference (Vol. 8, p. 9th).

EduTrends. (2016). Gamification. Available from: https://www.observatorio. itesm.mx/edutrendsgamificacion. [Last Retrieved on 2018 Jul 15].

Grobben, M. (2020). Gamification in assessment: the effect of gamification on the response behaviour of students in an English vocabulary multiple-choice assessment (Master's thesis, University of Twente).

Hawari, N., Zain, N. H. M., & Baharum, A. (2020). The need of gamified assessment for engaging learning experience. Bulletin of Electrical Engineering and Informatics, 9(2), 722-728.

Jazil, S., Manggiasih, L. A., Firdaus, K., Chayani, P. M., & Rah-matika, S. N. (2020, May). Students’ attitudes towards the Use of google forms as an online grammar assessment tool. In International Conference on English Language Teaching (ICONELT 2019) (pp. 166-169). Atlantis Press.

Kamińska, D.; Sapiński, T.; Wiak, S.; Tikk, T.; Haamer, R.E.; Avots, E.; Helmi, A.; Ozcinar, C.; Anbarjafari, G. Virtual Reality and Its Applications in Education: Survey. Information 2019, 10, 318

Khairul Firhan Yusob (2018). Challenges of Teaching Grammar At Tertiary Level: Learning From English Lecturers’ Insights. UITM, Pahang. e-ISSN: 2289-6589

Krisbiantoro, B. (2020). The effectiveness of gamification to enhance students’ mastery on tenses viewed from students’ creativity. Journal of Advanced Multidisciplinary Research, 1(2), 73-97.

Kwon, H. Y., & Özpolat, K. (2021). The dark side of narrow gamification: Negative impact of assessment gamification on student perceptions and content knowledge. INFORMS Transactions on Education, 21(2), 67-81.

Mehat, S. Z., & Ismail, L. (2021). Malaysian Tertiary ESL Stu-dents' Writing Errors and Their Implications on English Language Teaching. Asian Journal of University Education, 17(3), 235-242.

Menezes, C. C. N., & De Bortolli, R. (2016). Potential of Gamification as Assessment Tool. Creative Education, 7, 561- 566

Nguyen, B. V., & Ngo, T. C. T. (2021). Using the internet for self-study to improve translation for English-majored seniors at Van Lang University. International Journal of TESOL & Education, 1(2), 110-147.

Nieminen, J. H., Bearman, M., & Ajjawi, R. (2022). Designing the digital in authentic assessment: is it fit for purpose?. Assessment & Evaluation in Higher Education, 1-15.

Norhana Bakhary (Julai 5, 2018). Gamifikasi Pembelajaran Rancakkan PdP Dalam Bilik Darjah. https://www.pendidik.com.my/2018/07/05/gamifikasi-pembelajaran-rancakkan-pdp-dalam-bilik/

Oei AC, Patterson MD (2013). Enhancing Cognition with Video Games: A Multiple Game Training Study. PLoS ONE 8(3): e58546. https://doi.org/10.1371/journal.pone.0058546

Oliver, E. (2017). Gamification as transformative assessment in higher education. HTS Theological studies, 73(3), 1-15.

Pektas, M., & Kepceoglu, İ. (2019). What Do Prospective Teachers Think about Educational Gamification?. Science education international, 30(1), 65-74.

Pelan Pembangunan Pendidikan Malaysia 2013-2025. Kementerian Pendidikan Malaysia

Pitoyo, M. D. (2019). Gamification based assessment: A test anxiety reduction through game elements in Quizizz platform. IJER (Indonesian Journal of Educational Research), 4(1), 22-32.

Rabah, J., Cassidy, R., & Beauchemin, R. (2018). Gamification in Education: Real Benefits or Edutainment? Kidmore End: Academic Conferences International, 489–496. https://doi. org/10.13140/RG.2.2.28673.56162

Reed, D. K., Martin, E., Hazeltine, E., & McMurray, B. (2020). Students’ perceptions of a gamified reading assessment. Journal of Special Education Technology, 35(4), 191-203.

Sin, O. K., & Said, M. N. H. M. (2020). Accessing Effect of Gamification for Primary Pupils’ English Learning Performance. Innovative Teaching and Learning Journal, 4(2).

Singh, S. (2020). An Error Analysis of Writing Tenses among Form 4 Students: In a Secondary School, Kampar, Perak. In Conference e-Proceeding (p. 28).

Souza, P., Mombach, J., Rossi, F., & Ferreto, T. (2019, July). Gamed: Gamification-based assessment methodology for final project development. In 2019 IEEE 19th International Conference on Advanced Learning Technologies (ICALT) (Vol. 2161, pp. 359-361). IEEE.

Sujana, I. M., Syahrial, E., Arifuddin, A., & Thohir, L. (2021, May). Designing Blended Learning for Teaching English Grammar at Higher Education. In 2nd Annual Conference on Education and Social Science (ACCESS 2020) (pp. 447-451). Atlantis Press.

Wang, A. I., Sætre, R., Rydland, T., & Dahl, Y. (2019, October). Evaluation of interactive and gamified approaches for teaching ICT theory: A study of Powerpoint, Sembly, and Kahoot. In European Conference on Games Based Learning (pp. 784-XXIV). Academic Conferences International Limited.

Yaccob, N. S., & Yunus, M. M. (2019). Language Games in Teaching and Learning English Grammar: A Literature Review. Arab World English Journal, 10(1), 209-217.

Yang, C., & Yu, A. C. (2019). The Acquisition of Mandarin Affricates by American Second Language Learners. Taiwan Journal of Linguistics, 17(2), 91–122


  • There are currently no refbacks.