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G.L.A.D. (Grammar Learning Adventures)

Quality Education

G.L.A.D. (Grammar Learning Adventures) is an innovative teaching method to help children learn English grammar through games. Children will be taught grammar parts of speech and they will be provided with enrichment activities in the form of board games and a grammar camp games. This will enable them to experience learning English through games. The school chosen for this project is a school in a rural area, SK Bongek, (NBA3011), Km 31, Jalan Tampin, 71300 Rembau, Negeri Sembilan. This school is one of the under-enrolled schools or Sekolah Kurang Murid (SKM) where the number of pupils registered were less than 150 from Year 1 to Year 6.  Students in this school needs to be helped in learning English. Due to the location of the school and the need to raise the standard of English, students need to be exposed to various experiences to motivate them to love the way they learn the language and eventually to use the language in daily activities. Undeniably, grammar is an essential part of a language. However, students are found to have grammatical problems in their use of English. This is based on the interview with the School Principal and the English Language teacher of SK Bongek. This has become an obstacle in their communication both in written and spoken forms.  Table 1: Results of March 2019 Test for Year 4, 5 and 6 SK Bongek, Rembau studentsYEARENGLISHABCDEPASSFAILNO.OF STUDENTS4Bahasa Inggeris Kefahaman1 (5%)3 (15%)0 (0 %)3 (15%)13 (65%)7 (35%)13 (65%)20 Bahasa Inggeris Penulisan1 (5%)0 (0 %)3 (15%)0 (0 %)16 (80%)4 (20%)16 (80%)205Bahasa Inggeris Kefahaman0 (0 %)1 (7%)2 (13%)1 (7%)11 (73%)4 (27%)11 (73%)15 Bahasa Inggeris Penulisan1 (7%)1 (7%)2 (13%)1 (7%)10 (67%)5 (33%)10 (67%)156Bahasa Inggeris Kefahaman1 (5%)1 (5%)7 (35%)0 (0 %)11 (55%)9 (45%)11 (55%)20 Bahasa Inggeris Penulisan1 (5%)2 (10%)5 (25%)3 (15%)9 (45%)11 (55%)9 (45%)20The table above shows the results of the Year 4, 5 and 6 students in their March 2019 test (verified by the School Principal, Puan Hamidah Othman). Generally, the passing rate is below 50%. The Year 1, 2 and 3 students do not take any assessments (as announced by the Malaysia Ministry of Education), hence, there are no results to be shown. However, in order to assist all the students in their English Language proficiency, this project will have the Year 1, 2 and 3 students to be involved as well. Grammar problems need to be tackled at an early stage also due to its importance in communication,. One of the ways is through grammar games and a grammar camp games and this project is called (G.L.A.D. – Grammar Learning Adventures).The proverb, practice makes perfect, which means doing something again and again is the best way to learn it. Hence, if these students from rural area are given the opportunities to practice English as much as possible, they will get better and better at it.  

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Overview of Issue / Background

G.L.A.D. (Grammar Learning Adventures) is an innovative teaching method to help children learn English grammar through games. Children will be taught grammar parts of speech and they will be provided with enrichment activities in the form of board games and a grammar camp games. This will enable them to experience learning English through games.

The school chosen for this project is a school in a rural area, SK Bongek, (NBA3011), Km 31, Jalan Tampin, 71300 Rembau, Negeri Sembilan. This school is one of the under-enrolled schools or Sekolah Kurang Murid (SKM) where the number of pupils registered were less than 150 from Year 1 to Year 6.

 

Students in this school needs to be helped in learning English. Due to the location of the school and the need to raise the standard of English, students need to be exposed to various experiences to motivate them to love the way they learn the language and eventually to use the language in daily activities.

Undeniably, grammar is an essential part of a language. However, students are found to have grammatical problems in their use of English. This is based on the interview with the School Principal and the English Language teacher of SK Bongek. This has become an obstacle in their communication both in written and spoken forms.

 

Table 1: Results of March 2019 Test for Year 4, 5 and 6 SK Bongek, Rembau students

YEAR

ENGLISH

A

B

C

D

E

PASS

FAIL

NO.OF STUDENTS

4

Bahasa Inggeris Kefahaman

1 (5%)

3 (15%)

0 (0 %)

3 (15%)

13 (65%)

7 (35%)

13 (65%)

20

 

Bahasa Inggeris Penulisan

1 (5%)

0 (0 %)

3 (15%)

0 (0 %)

16 (80%)

4 (20%)

16 (80%)

20

5

Bahasa Inggeris Kefahaman

0 (0 %)

1 (7%)

2 (13%)

1 (7%)

11 (73%)

4 (27%)

11 (73%)

15

 

Bahasa Inggeris Penulisan

1 (7%)

1 (7%)

2 (13%)

1 (7%)

10 (67%)

5 (33%)

10 (67%)

15

6

Bahasa Inggeris Kefahaman

1 (5%)

1 (5%)

7 (35%)

0 (0 %)

11 (55%)

9 (45%)

11 (55%)

20

 

Bahasa Inggeris Penulisan

1 (5%)

2 (10%)

5 (25%)

3 (15%)

9 (45%)

11 (55%)

9 (45%)

20

The table above shows the results of the Year 4, 5 and 6 students in their March 2019 test (verified by the School Principal, Puan Hamidah Othman). Generally, the passing rate is below 50%. The Year 1, 2 and 3 students do not take any assessments (as announced by the Malaysia Ministry of Education), hence, there are no results to be shown. However, in order to assist all the students in their English Language proficiency, this project will have the Year 1, 2 and 3 students to be involved as well. Grammar problems need to be tackled at an early stage also due to its importance in communication,. One of the ways is through grammar games and a grammar camp games and this project is called (G.L.A.D. – Grammar Learning Adventures).

The proverb, practice makes perfect, which means doing something again and again is the best way to learn it. Hence, if these students from rural area are given the opportunities to practice English as much as possible, they will get better and better at it.

 

Project Objectives (Vision & Mission)

The objectives for this project are as follows:

  1. To enable students to reach out and help other students succeed in their studies.
  2. To introduce English activities for learning in a fun and interactive way.
  3. To create a learning environment using language games.

Project Details (Activities and Tasks)

DATE

LESSON

ACTIVITIES

4/9/2019

Introduction of G.L.A.D. (Grammar Learning Adventures)

Activity 1: Introduction of G.L.A.D.

(Grammar Learning Adventures)

11/9/2019

NOUNS

PRONOUNS

Activity 2: Learning activities and language games for

NOUNS

PRONOUNS

18/9/2019

ADJECTIVES

ADVERBS

Activity 3: Learning activities and language games for

ADJECTIVES

ADVERBS

25/9/2019

ARTICLES

PREPOSITIONS

Activity 4: Learning activities and language games for

ARTICLES

PREPOSITIONS

2/10/2019

VERBS

CONJUNCTIONS

Activity 5: Learning activities and language games for

VERBS

CONJUNCTIONS

9/10/2019

GRAMMAR CAMP

Activity 6: Games for G.L.A.D. CAMPS

ACTIVITY 1:

Introduction of G.L.A.D.

(Grammar Learning Adventures)

  1. Students will be introduced to the facilitators.
  2. Each facilitator will be in charge of 10 students. There will be Year 1, 2,3,4,5and 6 students in each group. Students will be picked at random.
  3. Students will listen to the schedules of activities for this project.
  4. ‘How to Play G.L.A.D.’ will also be explained. G.L.A.D. is an acronym for Grammmar Learning Adventures created by the advisor, Associate Professor Dr Norwati Binti Haji Roslim. G.L.A.D. consists of Grammar Lessons and Games. Grammar Lessons are the teaching and learning of each Grammar items with enrichment activities via workbook and boardgames. G.L.A.D. concludes these teaching and learning activities with G.L.A.D. Camps. The G.L.A.D. Camps is also in a form of games to be conducted at the school’s campsite. 

ACTIVITY 2:

NOUNS

PRONOUNS

  1. Students in small groups will be taught a lesson on nouns and pronouns.
  2. Books will be provided to each team of students.
  3. Students will do exercises in the books and checked by the facilitator.
  4. Students will play the board games on nouns and pronouns. The game is called “Hearts Board Game”.
  5. Students who complete the games will become the winner.

ACTIVITY 3:

ADJECTIVES

ADVERBS

  1. Students in small groups will be taught a lesson on adjectives and adverbs.
  2. Books will be provided to each team of students.
  3. Students will do exercises in the books and checked by the facilitator.
  4. Students will play the board games on adjectives and adverbs. The game is called “Galactic Challenge”.
  5. Students who complete the games will become the winner.

ACTIVITY 4:

ARTICLES

PREPOSITIONS

  1. Students in small groups will be taught a lesson on articles and prepositions.
  2. Books will be provided to each team of students.
  3. Students will do exercises in the books and checked by the facilitator.
  4. Students will play the board games on articles and prepositions. The game is called “The Honeycomb Challenge”.
  5. Students who complete the games will become the winner.

ACTIVITY 5:

VERBS

CONJUNCTIONS

  1. Students in small groups will be taught a lesson on verbs and conjunctions.
  2. Books will be provided to each team of students.
  3. Students will do exercises in the books and checked by the facilitator.
  4. Students will play the board games on verbs and conjunctions. The game is called “Space Evaders”.
  5. Students who complete the games will become the winner.

ACTIVITY 6:

Games for G.L.A.D. CAMPS

  1. Students will be introduced with G.L.A.D. CAMPS and this game will be conducted at the campsite in the school.
  2. Students will design their own camps before the game.
  3. Facilitators will explain the rules and regulations of the games.
  4. The group of students which completes all the games will become the winner of the game.

Note:

All the 100 students and 13 teachers from this school will be invited to UiTM Rembau Campus for an Annual Language Fair conducted by The Academy of Language Studies and The Language Club of the university on the 17th October 2019. The winners will be invited to receive prizes for G.L.A.D. (Grammar Learning Adventures).

Expected Project Result & Outcomes

  1. Encourage students to love English.
  2. Students’ communication skills will be developed.
  3. Combining the teaching and learning of English language with games.
  4. An alternative way of teaching can be implemented.
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Project Information

University name   :   Universiti Teknologi MARA
Project leader name   :   Muhammad Daniel Delaney bin Anwar
Location of project held   :   Sekolah Kebangsaan Bongek
Beneficiary   :   Students of Sekolah Kebangsaan Bongek
Number of beneficiaries   :   100-125 Primary School Students

Section I

a. A two-sentence summary of the project goals.

This project aims to increase the enthusiasm and interests of young children to learn English via life-sized board games and an explorace. So that students have a sweet and fun memory of learning English at a young age to be carried into the future.

b. Did other fund-raising efforts contribute to your projects? What were they?

Members of the team have given money into the project so that we cover our intended budget. Considering we wanted to fund this project ourselves, 9 members of the project contributed to the project without any external fund raising effort.

c. Provide details about how your project actually worked.

I.Were there unanticipated difficulties? Budget constraints ?

Internally, there was a lack of senior supervision for this project and bureaucratic processes made it unclear where to go next. However, after that small complication, the next difficulty was to fill up our project members, as a few members from the original plan had left the project. This resulted our program team to be understaffed. This was later resolved after we invited new members, and invited other English lecturers to our program. No budget difficulties were encountered.

II.Language or cultural barriers?

Regrettably, some activities were hard to bring to some student’s attention due to their fluency of the English language. Some grammar components did not make sense for some students, but it only accounted for a small minority. A bigger issue on language was encountered through the explorace activity, which required students to construct sentences, have conversations and such with project members. A handful of students could not understand the task given, and could not carry out sad tasks. These students are not of the lower-primary, but are in standard 4-6. Although we understand that some students comprehension of English could be weaker than the Student next to them, there was still an issue when trying to convey the task to the students.

III.What worked well? What didn’t work well?

The Explorace component worked very well, as the students understood what was taught to them a day before and recalled them. This, was proof to us that reinforcement could bring about results that would be good. Students had fun trying to solve tasks such as conversing in English and creating sentences and so on. The component that did not work too well were some components of English Grammar that we turned into a board game. In one game, we had students answer quizzes before they were allowed to move, and these quizzes had to be answered with either “And” – “Or” or “With”. This activity had 100 steps with students as many as 10 in one group. They were quickly bored as it did not require much thinking and it was drawn out.

This component of the game has been noted into restructuring.

IV.How many people benefited or will benefit from your project? Who are these people?

Most of the students who benefited from this project are primary school students between the age of 7-12. These students historically have had a weak command of English.

V.What is the long-term impact and sustainability of this project? Is there a future for your project?

The aim of the project was to create a fun and sweet memory for these students to carry into the future when encountering English lessons. Some of the students are from the Standard 6 classes, which means these students are slated to enter Secondary school. If they can associate fun with English, the stigma of learning English which exists among the community could be overturned.

III.What worked well? What didn’t work well? The Explorace component worked very well, as the students understood what was taught to them a day before and recalled them. This, was proof to us that reinforcement could bring about results that would be good. Students had fun trying to solve tasks such as conversing in English and creating sentences and so on.

The component that did not work too well were some components of English Grammar that we turned into a board game. In one game, we had students answer quizzes before they were allowed to move, and these quizzes had to be answered with either “And” – “Or” or “With”. This activity had 100 steps with students as many as 10 in one group. They were quickly bored as it did not require much thinking and it was drawn out. This component of the game has been noted into restructuring. IV.How many people benefited or will benefit from your project? Who are these people? Most of the students who benefited from this project are primary school students between the age of 7-12.

These students historically have had a weak command of English. V.What is the long-term impact and sustainability of this project? Is there a future for your project? The aim of the project was to create a fun and sweet memory for these students to carry into the future when encountering English lessons. Some of the students are from the Standard 6 classes, which means these students are slated to enter Secondary school. If they can associate fun with English, the stigma of learning English which exists among the community could be overturned.

Section II

a. In several paragraphs, address each of the following questions:

• How does or will your project contribute to happiness? Short-term? Long-term?

The project will contribute to happiness in both short and long-term.

In the short-term, students will learn the joy of competing with their friends while learning English. They will experience being group leaders, and also experience having to be creative on the spot to answer questions.

In the long term, the experiences mentioned in the short-term segment would create wonderful memories for the student to hold into their teenage years. If at an early age students can associate English with a fun process, it will only aid them in learning English in the future.

• Has your project changed the way you think about the world? How has it changed you?

As a person who has previously had a hand in volunteer work, this has taught me that sometimes, even if the problem stems from other sources, we are not entirely powerless to make a change. Some people, are in a condition and environment where they can’t change for the better on their own. They require a jump-start, a helping hand to move to the next step. Being that jump-start, brings joy I never though I would have felt.

b. Complete this section with a one to two sentence personal statement, suitable for use as a quotation, addressing how and why this project was valuable and what was the most important thing you learned as a result. (Indicate student’s name for quote attribution.)

“You can’t learn a language without speaking it, and you can’t speak it without being exposed to situations where it is needed, G.L.A.D. Camp hits both these issues. Through the students, we learned that teaching is not only the most important part of an education, but also instilling good memories into them, to remember in the future.” -Daniel Delaney, UiTM Rembau, Project Lead of G.L.A.D. Camp