Abstract
The study is on the use of Throw Back Time (TBT), an interactive digital board game aimed at teaching grammar tenses and aspect. The game exclusively designed according to the Theory of Variation (Marton & Booth, 1997). Four patterns of variation including contrast, separation, generalization, and fusion were used. The study employed a qualitative content analysis in illuminating the principles of the Theory of Variation (ToV) in the design of the grammar exercises in the game. Hence, the study suggests that the elements in the (ToV) governing the tasks in the game delivers positive outcomes to help learners learning grammar.Keywords: Grammar; The Theory of Variation; Interactive; Digital learnerseISSN: 2398-4287 © 2019. The Authors. Published for AMER ABRA cE-Bs by e-International Publishing House, Ltd., UK. This is an open-access article under the CC BYNC-ND license (http://creativecommons.org/licenses/by-nc-nd/4.0/). Peer–review under responsibility of AMER (Association of Malaysian Environment-Behaviour Researchers), ABRA (Association of Behavioural Researchers on Asians) and cE-Bs (Centre for Environment-Behaviour Studies), Faculty of Architecture, Planning & Surveying, Universiti Teknologi MARA, Malaysia.DOI: https://doi.org/10.21834/e-bpj.v4i12.1829
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