Indian Journal of Science and Technology
DOI: 10.17485/ijst/2016/v9i15/86940
Year: 2016, Volume: 9, Issue: 15, Pages: 1-5
Original Article
M. Avinash1* and Rennet samson2
1Department of English, Sathyabama University, Chennai - 600119, Tamil Nadu, India; [email protected] 2Department of English, Ethiraj College for Women, Chennai - 600008, Tamil Nadu, India; [email protected]
*Author of Corresponding: M. Avinash Department of English, Sathyabama University, Chennai - 600119, Tamil Nadu, India; [email protected]
Technology plays a dominant role in Teaching. Language games are unique tools for language acquisition. The objective of this paper is to train the trainers of English on the Language games that could be implemented in a flipped classroom, unmanned classroom. The method of study includes Students as samples and grammatical items as contents. A survey through a questionnaire has been employed and its results have been carefully executed. Language Games proved to be a successful tool in Language acquisition. Tenses and other grammatical items can be taught more effectively. Students actively take part when Language is taught through such innovative tools. After implementation, it is proved that the gen z are no longer passive and are involved in language learning through games. This paper acts as a guide to mordern techno savvy English teachers and paves a way for implementing innovative techniques in their classrooms and make the class room more effective.
Keywords: Acquisition, Flipped, Gen z, Innovative
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