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VIETNAM NATIONAL UNIVERSITY, HANOI UNIVERSITY OF LANGUAGES AND INTERNATIONAL STUDIES FACULTY OF POST-GRADUATE STUDIES ĐẶNG MINH ANH ENHANCING MOTIVATION IN VOCABULARY LEARNING VIA ONLINE GAMES: AN ACTION RESEARCH PROJECT AT A UNIVERSITY IN HANOI Tăng cường động lực học từ vựng qua trò chơi trực tuyến: Một nghiên cứu hành động trường đại học Hà Nội M.A MINOR PROGRAM THESIS Major: English Language Teaching Methodology Code: 8140231.01 HANOI - 2019 VIETNAM NATIONAL UNIVERSITY, HANOI UNIVERSITY OF LANGUAGES AND INTERNATIONAL STUDIES FACULTY OF POST-GRADUATE STUDIES ĐẶNG MINH ANH ENHANCING MOTIVATION IN VOCABULARY LEARNING VIA ONLINE GAMES: AN ACTION RESEARCH PROJECT AT A UNIVERSITY IN HANOI Tăng cường động lực học từ vựng qua trò chơi trực tuyến: Một nghiên cứu hành động trường đại học Hà Nội M.A MINOR PROGRAM THESIS Major: English Language Teaching Methodology Code: 8140231.01 Supervisor: Hoàng Thị Xuân Hoa, PhD HANOI - 2019 DECLARATION I certify that the work presented in this research report has been performed and interpreted solely by myself I confirm that this paper is submitted in fulfillment of the requirement for the M.A Degree and has not been submitted elsewhere in any other form for the fulfillment of any other degree or qualification Hanoi, 2019 Đặng Minh Anh i ACKNOWLEDGEMENTS This M.A thesis could not have been accomplished without the invaluable help, encouragement and support form a number of people who I would like to show my sincerest gratitude and appreciation To begin with, I would like to express my greatest and deepest thankfulness to my supervisor, Hoàng Thị Xuân Hoa, PhD., for her enthusiastic and precious guideline and advice throughout the duration of my thesis Without her instruction and supervision, this thesis could not have reached the fulfillment Moreover, my honest thanks also come to all students for taking part in this study Last but not least, I give my thanks to family and relatives who have always supported me and supplied the best conditions for me to complete this thesis ii ABSTRACT The present thesis was conducted to examine the extent to which the application of Online games could help to enhance the students’ motivation in learning vocabulary Participants of this study were 28 low-level students in a non-English major university in Hanoi Online games was used as the strategy to enhance students’ motivation in vocabulary learning This thesis was designed as an action research The whole process of the research was divided into four steps of planning, implementing, observing and reflecting on progress with aims to reduce the problems and to improve students’ motivation in learning vocabulary The research questions to be addressed in the thesis are: (1) To what extent online games have influences on students’ motivation in learning vocabulary? (2) What are students’ opinions towards the application of these games in vocabulary learning Survey questionnaire, semi-structured interview and classroom observation were used as instruments to collect data for reflection throughout the research The results had confirmed the positive effects of online games on enhancing their motivation in vocabulary learning as the level of motivation after the intervention was increase significantly in comparison with that before the intervention In addition, the results indicated that the students had positive opinions towards application of online games in vocabulary learning in all aspects of ARSC model Keywords: action research, vocabulary, motivation, online games, ARSC model iii TABLE OF CONTENTS DECLARATION i ACKNOWLEDGEMENTS ii ABSTRACT iii LIST OF TABLES .vii LIST OF FIGURES .vii LIST OF ABBREVIATIONS viii PART A: INTRODUCTION 1 Rationale .1 Research aims 3 Research questions Scope of the study .4 Method of the study .4 Significance of the study .4 Design of the thesis .5 PART B: DEVELOPMENT CHAPTER 1: LITERATURE REVIEW .6 1.1 Vocabulary in language learning and teaching 1.1.1 The importance of vocabulary learning 1.1.2 Process of vocabulary teaching 1.2 Motivation in learning vocabulary 1.2.1 Nature of Motivation .8 1.2.2 Kinds of Motivation .9 1.2.2 Methods to enhance motivation in learning 11 1.2.3 ARSC Motivational Design model 12 1.3 The application of online vocabulary games in EFL classroom 14 1.3.1 Definition and classification of games in language learning 14 1.3.2 The application of games in teaching vocabulary 15 iv 1.3.3 The benefits of online vocabulary games .16 CHAPTER 2: METHODOLOGY .18 2.1 Action research .18 2.2 Research design .19 2.3 Participant selection 20 2.4 Materials 20 2.5 Intervention 20 2.6 Instruments .22 2.6.1 Survey questionnaire 22 2.6.2 Semi-interview 23 2.6.3 Observation 24 2.7 The study procedure .24 2.7.1 Identify the problems 24 2.7.2 Action plan 25 2.7.3 Evaluating the plan 27 2.8 Data collection procedure .27 2.9 Data analysis method and procedure 27 2.9.1 Survey questionnaire 28 2.9.2 Semi-structured interview 30 2.6.3 Observation 30 CHAPTER 3: FINDINGS 31 3.1 Survey questionnaire 31 3.1.1 Questionnaire on Motivation in learning vocabulary 31 1.2 Questionnaire on the Use of online games 33 3.2 Semi-structured interview .36 3.3 Observation 37 CHAPTER 4: DISCUSSIONS 40 PART C: CONCLUSIONS 42 Summary of findings 42 v Implications .42 Limitations 43 Recommendations .43 Reflections 43 REFERENCES 45 APPENDICES .51 APPENDIX A: Pre-intervention questionnaire 51 APPENDIX B: Post-intervention questionnaire .52 APPENDIX C: Survey questionnaire 53 APPENDIX D: Open-ended interview questions 56 APPENDIX E: Teacher observation record 57 vi LIST OF TABLES Table 2.1 IMMS scoring guide .29 Table 3.1 Descriptive statistics of students’ motivation in learning vocabulary 31 Table 3.2 Comparison of motivation between pre- and post-intervention 32 Table 3.3 Scale reliability based on Cronbach’s alpha 33 Table 3.4 Range of motivation level .34 Table 3.5 Overall mean scores of students’ evaluation 34 Table 3.6 Numbers of respondents in each level 34 LIST OF FIGURES Figure 2.1 Action research model 19 Figure 3.1 Descriptive statistics of Pre-test and Post-test on motivation in learning vocabulary .32 Figure 3.2 Percentages of respondents in each level .35 Figure 3.3 Descriptive statistics of Game evaluation in each scale .36 vii LIST OF ABBREVIATIONS ARSC CIS CLT EFL ESL IMMS Attention, relevance, satisfaction, confident Course Interest Survey Communicative language teaching English as a Foreign Language English as a Second Language Instructional Materials Motivation Survey viii Limitations Although online games were proved to be a useful way to enhance students motivation in learning vocabulary, this application also had some limitations First limitation is derived from the students being unclear of instructions that they were confused and struggled when taking part in the games Consequently, some of them were observed to not keep up with the teaching pace Another drawback of this action is the lack of cooperation among students since individual’s achievement and competition were emphasized Recommendations Having concluded the result of the research, the writer would like to propose some recommendation that hopefully will be useful for students and other English teachers Firstly, the application of online games cannot be successful if the teacher does not explain the tasks and roles of students clearly in playing games It is important to make students understand the games' rules, how the games went and what procedures they had to follow Consequently, when a correct answer is shown, instead of skipping and move to next questions, teacher should explain and give details about the reasons for choosing that answer Besides, using online games in the classroom sometimes fails due to the lack of cooperation among members of the class Since the game concerns winning and losing, instructors need to inform them of the real purpose of gaming activities What they are supposed to gain more than competition and enjoyment is learning something new such as vocabulary knowledge In further study, the researcher hope to figure out the impacts of other kinds of online games such as survey and puzzle as well as the influences of group work as team player in comparison with individually one which was employed in this study Reflections I as a Teacher Researcher found the process of research in my classroom extremely helpful I was pleased to discover that most of my students were positively affected by the games given to them throughout the weeks the 43 interventions were implemented Although the students started out with relatively low motivation in learning vocabulary, however, I was pleased to note a change in their motivation level after all the interventions were implemented Moreover, I feel that taking a role as an action researcher in my classroom has not only been beneficial for my students, but for me as an educator Motivation of students is a challenge many teachers encounter, especially in the non-English major school setting I have personally struggled with how to address this issue since teaching at this university Having to implement the intervention strategies laid out in our action research plan forced me to reflect on my teaching style and fostered creativity Elearning application such as online games is definitely not always easy to implement, but if used correctly, and the students are willing and receptive, it seemed to be an effective tool to motivate students to value their learning more With this reflective thinking in mind, I would love to continue to apply different types of e-learning tools such as online games as an intervention to impact my future students 44 REFERENCES Allery, L A (2004) Educational games and structured experiences Medical Teacher, 26(6), 504-505 Arnold, J (2000) Affect in language learning Cambridge: Cambridge University Press Burns A (2010) Doing Action Research for English Teachers: A guide for practitioners New York: Routledge Cameron, L (2001) Teaching languages to young learners Cambridge: Cambridge University Press Darfilal, I (2015) The Effectiveness of Using Language Games in Teaching Vocabulary The Case of Third Year Middle School Learners Retrieved from: http://dspace.univ-tlemcen.dz/bitstream/112/7872/1/darf.pdf Dick, B (2002) Action research and evaluation Retrieved from http://www.aral.com.au/resources/aandr.html Dörnyei, Z (2001) Teaching and researching motivation Harlow, England: Longman Ebrahimzadeh, M., & Alavi, S (2017) The effect of digital video games on EFL students’ language lear ning motivation Teaching English with Technology, 17(2), 87-112 Retrieved from http://www.tewtjournal.org/issues/volume-2017/volume-17-issue-2/ Fies, C., & Marshall, J (2006) Classroom report systems: A review of the literature Journal of Science Education and Technology, 15(1), 101-109 10 Gardner, R.C (1982) Language attitudes and language learning London: Edward Arnold 11 Hadfield, J (1996) Elementary communication games: A collection of games and activities for elementary students of English England: Wesley Longman 12 Hamzah, W M A F W., Ali, N.H, Saman, Y.M., Yusoff, M H & Yacob, A (2015) Influence of Gamification on Students’ Motivation in using E45 Learning Applications Based on the Motivational Design Model Retrieved from: https://www.researchgate.net/publication/281402723_Influence_of_Gamifica tion_on_Students'_Motivation_in_using_ELearning_Applications_Based_on_the_Motivational_Design_Model 13 Harmer, J (1991) The practice of English language teaching London: Longman Hedge, T (2000) Teaching and learning in the language classroom Oxford: United Kingdom : Oxford University Press 14 Hornby, M S (1995) The Turns of Translation Studies: New Paradigms or shifting Viewpoints John Benjamins Pub Co 15 Huang, R.(1996).Video Games that Teach? Technology Review 16 Hunt, S E., & Cain, E (1950) Games - the world around: Four hundred folk games New York: A S Barnes Com 17 Icard, S B (2014) Educational technology best practices International Journal of Instructional Technology and Distance Learning, 11(3), 37-41 Retrieved from http://www.itdl.org/Journal/Mar_14/Mar14.pdf 18 Jamshed, S (2014) Qualitative research method-interviewing and observation Retrieved from https://www.ncbi.nlm.nih.gov/pmc/articles/PMC4194943/ 19 Kang, S (1995) The effects of context-embedded approach to second language vocabulary learning System, 23(1), 43-55 20 Kapp, K M (2012) The Gamification of Learning and Instruction San Francisco: Wiley 21 Keller J.M (2010) The ARCS Model of Motivational Design In: Motivational Design for Learning and Performance Springer, Boston, MA 22 Keller, J M (2006) Development of two measures of learner motivation Unpublished manuscript Florida State University 23 Khonmohammad, H., Gorjian, B & Eskandari, Z (2014) Using games to affect learners’ motivation in learning English grammar Retrieved from: 46 http://www.ijllalw.org/finalversion5327.pdf 24 Krashen, S (1988) Second language acquisition and second language learning London: Prentice Hall International (UK) 25 Kwan, A.C.M (2006) Online vocabulary games as a tool for teaching and learning English vocabulary Retrieved from: https://www.researchgate.net/publication/263249087_Online_vocabulary_ga mes_as_a_tool_for_teaching_and_learning_English_vocabulary 26 Lee, J.M (1996) English Games The People Publisher, Seoul 27 Lee, Y., Cheon, J., & Key, S (2008) Learners’ perceptions of video games for second/foreign language learning Proceedings of Society for Information Technology and Teacher Education International Conference, (1), 17331738 28 Lightbown, P and Spada, N (1999) How Languages are Learned New York: Oxford University Press Second Edition 29 Littlewood, W (1981) Communicative language teaching Cambridge: Cambridge University Press 30 Lui, S Use of Gamification in Vocabulary Learning: A Case Study in Macau Retrieved from: http://www.nus.edu.sg/celc/research/books/4th %20Symposium%20proceedings/13).%20Sze%20Lui.pdf 31 Macmillan Dictionary (2009), Language Games Retrieved from: http://www.macmillandictionary.com/language-games/ 32 Mahmoud, A A A & Tanni, Z A (2014) Using Games to Promote Students’ Motivation towards Learning English Al-Quds Open University Journal for Educational & Psychological Research & Studies Retrieved from: http://www.qou.edu/arabic/magazine/journal_Edu/issued1_5/research12.pdf 33 McNiff, J., & Whitehead, J (2010) You and your action research project New York: Routledge 34 Mills G (2007) Action research: A guide for the teacher researcher 47 35 Moon, J (2000) The Teacher Development Series: Children Learning English Oxford: Macmillan Heinemann English Language Teaching 36 Nowak, A Martin, et al (1994) More Spatial Games International Journal of Bifurcation and Chaos, Vol 4, No.1 (pp 33-56) Oxford: Oxford University 37 Nunan, D (1999) Second language teaching & learning Florence, KY: Heinle & Heinle 38 Oxford, R., & Shearin, J (1994) Language learning motivation: Expanding the theoretical framework Modern Language Journal, 78(1), 12-28 39 Pappas, C (2015) Instructional Design Models And Theories: Keller’s ARCS Model Of Motivation Retrieved from: https://elearningindustry.com/arcs-model-of-motivation 40 Parsons, R., Hinson, S., Brown, D (2001) Educational psychology : practitioner – researcher models of teaching University of Virginia: Wadsworth Thomson Learning 41 Reeve, J (2012) A self-determination theory perspective on student engagement In S L Christenson, A L Reschly, & C Wylie (Eds.), Handbook of Research on Student Engagement (pp 149-172) New York: Springer 42 Reichardt, C S (2009) Quasi-experimental design In R E Millsap & A Maydeu-Olivares (Eds.), The Sage handbook of quantitative methods in psychology (pp 46-71) Thousand Oaks, CA, : Sage Publications Ltd 43 Ross, B M., & Jan, A (2007) How to teach students to be fluent writers: Grades 3-5 (2nd ed.) USA: Teacher Created Resources 44 Setyaningsih, N (2009) Practising Maritime English Vocabulary and Developing Accuracy Through ‘the Wall Dictation’ Language circle Journal of Language and Literature Vol III/2 Semarang: Semarang State University 45 Shirdel1, N & Soleimani, H (2015) The effect of computer game assisted 48 teaching on Iranian EFL learners' motivation for learning spelling Journal of Language and Literature Retrieved from: https://www.euprint.org/doi/JLL2015(4-44).pdf 46 Shodiqin (2015) Improving students’ motivation through collaborative learning strategies Retrieved from http://eprints.walisongo.ac.id/5092/1/113411104.pdf 47 Silsüpür, B (2017) Does Using Language Games Affect Vocabulary Learning in EFL Classes? Journal of Foreign Language Education and Technology, 2(1), Retreived from dergipark.gov.tr/download/articlefile/285655 48 Simões, J., Díaz Redondo, R., & Fernández Vilas, R (2013) A social gamification framework for a K-6 learning platform Computers in Human Behavior, 29, 345-353 49 Skytt, J (2000) The Action Research Guide for Alberta Teachers The Alberta teachers’ association Retrieved from www.teachers.ab.ca/ /ATA/ /ActionResearch.pdf 50 Thornbury, S (2002) How to Teach Vocabulary United Kingdom: Pearson Education Limited 51 Uberman, A (1998) The use of games for vocabulary presentation and revision Forum, 36(1), 20-27 Retrieved from http://exchanges.state.gov/forum/vols/vol36/no1/p20.htm 52 Vermeer, A (1992) Exploring the second language learner lexicon In L Verhoeven, & J H A L De Jong (Eds.), The construct of language proficiency (pp 147-162) Philadelphia, USA: John Benjamin’s Publishing Company Retrieved from https://doi.org/10.1075/z.62.16ver 53 Wichadee, S & Pattanapichet, F (2018) Enhancement of performance and motivation through application of digital games in an English language class Teaching English with Technology, 18(1), 77-92 Retrieved from: https://files.eric.ed.gov/fulltext/EJ1170635.pdf 49 54 Widodo, H P (2006) Approaches and procedures for teaching grammar, English Teaching:Practice and Critique, 5(2), 122-141 55 Wilkins, D (1972) Linguistics in Language Teaching Edward Arnold 56 Rixon, S (1992) How to use games in language teaching London: Modern English Publications 57 Harmer, J 2001: The Practice of English Language Teaching Third Edition Cambridge: Longman-ELT 58 Schmuck, Richard A 1997 Practical Action Research for Change Illinois: Skylight Professional Devolpment 50 APPENDICES APPENDIX A: Pre-intervention questionnaire Questionnaire on motivation in learning vocabulary Please circle the number for your answer = strongly agree = agree = uncertain = disagree = strongly disagree I am interested in learning vocabulary 54321 I often participate in activities related to vocabulary 54321 I ask someone for advice when I have problems with 54321 learning vocabulary It is worthwhile to dedicate more time to study vocabulary I am very satisfied with my performance in vocabulary 54321 tasks 54321 I believe that I can help my classmates to learn vocabulary I am able to use vocabulary that I have learnt I find a way to solve a problem, if I cannot understand 54321 vocabulary in class 54321 I hope to learn more topics and its vocabulary 54321 10 I would like to spend more time learning vocabulary 11 I feel that the materials used in the class are interesting 12 I think that I can understand the vocabulary taught in class 54321 54321 54321 54321 51 APPENDIX B: Post-intervention questionnaire Questionnaire on motivation in learning vocabulary Please circle the number for your answer = strongly agree = agree = uncertain = disagree = strongly disagree I am interested in learning vocabulary 54321 I often participate in activities related to vocabulary 54321 I ask someone for advice when I have problems with 54321 learning vocabulary It is worthwhile to dedicate more time to study vocabulary I am very satisfied with my performance in vocabulary 54321 tasks 54321 I believe that I can help my classmates to learn vocabulary I am able to use vocabulary that I have learnt I find a way to solve a problem, if I cannot understand 54321 vocabulary in class 54321 I hope to learn more topics and its vocabulary 54321 10 I would like to spend more time learning vocabulary 11 I feel that the materials used in the class are interesting 12 I think that I can understand the vocabulary taught in class 54321 54321 54321 54321 52 APPENDIX C: Survey questionnaire Questionnaire on the use of Online games in vocabulary learning Please circle the number for your answer = strongly agree = agree = uncertain = disagree = strongly disagree When I first looked at this game, I had the impression that it would be easy for me There was something interesting at the beginning of this game 54321 that got my attention The questions of the game was more difficult to understand than I would like for it to be After reading the introductory information, I felt confident 54321 that I knew what I was supposed to learn from this game 54321 Answering the questions in this game gave me a satisfying feeling of accomplishment 54321 It is clear to me how the content of this game is related to things I already know Many of the questions had so much information that it was hard to pick out and remember the important points These games are eye-catching 54321 There were pictures or examples that showed me how this material could be important to some people 54321 10 Completing this game successfully was important to me 11 The quality of the questions helped to hold my attention 54321 12 This game is so abstract that it was hard to keep my attention on it 13 As I played this game, I was confident that I could learn the 54321 content 14 I enjoyed this game so much that I would like to know more 54321 about this topic 15 The questions of this game look dull and unappealing 53 16 The content of this game is relevant to my interests 54321 17 The way the questions are presented on the game helped keep 18 19 20 21 22 23 24 25 my attention 54321 There are explanations of how to play this game The questions in this game were too difficult This game has things that stimulated my curiosity 54321 I really enjoyed playing this game The amount of questions in this game caused me to get bored The content and style of writing in this game convey the 54321 impression that its content is worth knowing I learned some things that were surprising or unexpected After playing this game for a while, I was confident that I 54321 would be able to pass a test on it 26 This game was not relevant to my needs because I already 54321 knew most of it 54321 27 The wording of feedback after answering the questions in this 54321 game, helped me feel rewarded for my effort 28 The variety of illustrations, helped keep my attention on the game 29 The illustration of game is boring 54321 30 I could relate the content of this game to things I have seen, 54321 done, or thought about in my own life 31 There are so many words on game that it is irritating 32 It felt good to successfully complete this game 54321 33 The content of this game will be useful to me 34 I could not really understand quite a bit of the questions in this 54321 game 35 The good organization of the content helped me be confident that I would learn this material 36 It was a pleasure to work on such a well-designed game 54321 54321 54321 54321 54321 54 54321 54321 54321 54321 55 APPENDIX D: Open-ended interview questions Semi-structured interview on use of Online games in vocabulary learning Questions: What did you like the best about the game? _ How did the game relate to learning vocabulary? _ What made you continue to play the game? _ How did you feel about your score at the end of the game? _ 56 APPENDIX E: Teacher observation record Teacher Observation Record Lesson: Week: _ Date and Time: Observations of events: Student’s participation: Comments/Summary: 57 ... ACTION RESEARCH PROJECT AT A UNIVERSITY IN HANOI Tăng cường động lực học từ vựng qua trò chơi trực tuyến: Một nghiên cứu hành động trường đại học Hà Nội M.A MINOR PROGRAM THESIS Major: English... and has not been submitted elsewhere in any other form for the fulfillment of any other degree or qualification Hanoi, 2019 Đặng Minh Anh i ACKNOWLEDGEMENTS This M.A thesis could not have been accomplished... motivation through online games For the schools, it can give useful information to improve the quality of vocabulary teaching and learning process in school Design of the thesis This thesis consists

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  • 2.1. Action research

  • 2.2 Research design

  • 2.3. Participant selection

  • 2.4. Materials

  • 2.5. Intervention

  • 2.6. Instruments:

    • 2.6.1. Survey questionnaire

    • 2.7. The study procedure

      • 2.9.1. Survey questionnaire

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