Indonesian Journal of Education Methods Development
Vol. 20 No. 2 (2025): May

Lingua Leap Board Game for Grammar Mastery: Permainan Papan Lingua Leap untuk Penguasaan Tata Bahasa

Kurniadiansyah, Meysha Dwi (Unknown)
Megawati, Fika (Unknown)



Article Info

Publish Date
05 May 2025

Abstract

Background: Grammar mastery remains challenging for EFL learners, especially in secondary education where engagement is often low. Specific Background: Traditional instructional methods rarely integrate strategic decision-making and enjoyable learning experiences. Gap: Few studies provide non-digital board games specifically designed to reinforce the five basic English tenses through gamification. Aim: This study aims to present Lingua Leap, an instructional board game that supports grammar learning through structured challenges and game-based elements. Results: The game incorporates multiple difficulty levels, reward–penalty systems, and decision-based challenges that require learners to think critically while practicing Simple Present, Present Continuous, Simple Past, Past Continuous, and Simple Future tenses. Novelty: Lingua Leap offers a culturally aligned and curriculum-based non-digital game integrating strategy and linguistic practice. Implications: This product can serve as an engaging supplementary medium in EFL classrooms, supporting motivation, retention, collaboration, and meaningful grammar learning. Highlights• Board game for grammar learning• Multilevel challenge-based design• Strategy-oriented gamification Keywords: Board Game, Grammar Learning, Gamification, Tense Mastery, EFL Learners

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Journal Info

Abbrev

ijemd

Publisher

Subject

Education

Description

Aim : This journal aimed at communicating the results of research of professors, teachers, practitioners, and scientists in the field of education covering teaching areas in primary education or all education, applied science and critical analytical studies education. - Readers targeted by this ...