NGUYEN THI HAI YEN LANGUAGE GAMES AS A MEANS TO MOTIVATE STUDENTS IN VOCABULARY LEARNING AT A VOCATIONAL COLLEGE IN ITUNG YEN PROVINCE: AN ACTION RESEARCTI PROJECT Trò chơi ngôn ngĩữ..
Trang 1NGUYEN THI HAI YEN
LANGUAGE GAMES AS A MEANS TO MOTIVATE STUDENTS
IN VOCABULARY LEARNING AT A VOCATIONAL COLLEGE
IN ITUNG YEN PROVINCE: AN ACTION RESEARCTI PROJECT
(Trò chơi ngôn ngĩữ như một phương tiện đỗ thúc đẩy sinh viên học từ vựng
tại trường Cuo đẳng Neha ở Tình Hưng Yên: Miột nghiên cửa hành động }
MLA MINOR THESIS
Field: English Teaching Methodology Code: 8140231.01
Hanoi-2020
Trang 2
NGUYEN THI HAI YEN
LANGUAGE GAMES AS A MEANS TO MOTIVATE STUDENTS
IN VOCABULARY LEARNING AT A VOCATIONAL COLLEGE
IN IIUNG YEN PROVINCE: AN ACTION RESEARCII PROJECT
(Trò chơi ngôn ngĩữ như một phương tiện đỗ thúc đẩy sinh viên học từ vựng
tại trường Cao dẳng Nghề ở Tình Hưng Yên: Một nghiên cứu hành động }
M.A MINOR THESIS
Field : English Teaching Methodology Code : 8140231.01
Supervisor : Assoc Prof Dr Vo Dai Quang
Trang 3
DECLARATION
Thereby state that I Nguyen Thi Hai Yen , being an M.A candidate
of the Faculty of Post-graduate Studies, ULIS, VNU, corlily my authority of
the study entitled “Language games as a means to motivate students in vocabulary learning at a vovational college in Hung Yen province : An action
rescarch” This thesis is the study of my own research and the substance of
the thesis has not, wholly or in part, been submitted for a degree to any other
(signature and full name)
Assoc Prof Dr Vo Dai Quang
Date:
Trang 4ACKNOWLEDGMENTS
First of all, I would like to express my sincere gratitude to my
supervisor, Associate Professor Vo Dai Quang, PhD for his procious
instructions and valuable advice throughout the research Without his careful guidance feedback, and palicnce, my thesis could net have been completed
T am thankful to statf members of The Post — Graduate Studics Faculty
as well as my lecturers at VNU University of languages and foreign Studies -
National Universily during my M.A course for their help and useful lectures
Also, great thanks are given to the students at Mecha Hlectric and
Water Resources Vocational College, who have actively participated in my
study
Last but not least, | would like to thank my family members for their
love, assistance, and encouragement spared for me throughout the research
Trang 5ABSTRACT
Vocabulary is one of the linguistic features which influence communicative
competones However, when toachmg and leaming vouabulary, most Loachors
and students are confronted with a wide range of obstacles ‘his study aims at investigaling the problems cnvountored by students in vocabulary learning
and the cffcetive methads to help them improve their vocabulary in the
learning process at a Vocational College in Hung Yen Questionnaires, tests,
and inlervicws wero employed as the dala collection insuumenls The collected information revealed that the use of language games can help to
improve the students’ motivation and positive attitudes On the other hand,
motivation by language games m students comes from the fecling of pleasure, relaxation, tension-releasing, anxiety-reducing, and curiosity Students”
perspectives towards language games in vocabulary lessons are positively
proved by raising the level of activeness, concentration when taking part in
language games ‘hey can also get higher scores after taking part in a vocabulary lesson easily Based on the major findings, a couple of
suggestions and recommendations are proposed to improve the quality of
learning vocabulary at the vocational college
iii
Trang 61.2 Aims and objectives of the thesis 1
1.2.1 Aims of the thesis
1.3 Research questions
15 Significance of the research
1.6 Organization of the thesis
CILAPTER 2: LITERATURE REVIEW
2.1 Vocabulary learning
2.1.1 Defnition of Vocabulary
2.1.2 Classification of vecabulary
2.1.3 ‘The importance of learnmg vocabulary
2.14 Difficulties in Vocabulary learning
2.15, Learning vocabulary in Vocational college context
2.2.1 Definition of language games
2.2.2 Classification of language games
2.2.3 The importance of language games in learning vocabulary
Trang 72.3 Previous studies
2.3.1 Studies im an intemational context
CHAPTER 3: RESEARCH METHODOLOGY
3.4 Data analysis techniques
3.4.1 Lata analysis from questionnaires
3.4.2 Data analysis from interview
4.1 Kindings and discussion from the students’ questionnaires
4.1.1 Finding and discussion from the pre-task questionnaire
4.12 Finding and discussion from the post-task questionnaire
4.2 Findings and discussion from an interview
4.2.1 Findings and discussion from question 1
4.2.2 Findings and discussion trom question 2
4.2.3 Findings and discussion from question 3
4.2.4 Tindings and discussion {rom question 4
43, Finding and discussion from participants’ tests
4.3 1.Data collected from pre-test results
Trang 8
4.3.2, Data collect from post — test results - 49 4.3.3, Comparision between pre-test and post-test results - 40
43.5 Summary from result of pre -lask and post — task questiomnaires and
$§.2 Concluding remarks on the research objectives 52
5.4 Recommendations for further study 53
vi
Trang 9LIST OF TABLES
Table 4.1: The students’ view on the role of vocabulary in 33
Table 4.8: Students’ involment in language games (Question 7) 4
'Table 40: Students expectation from the tencher when conducting language
games ( Question 10) 45
Trang 10LIST OF FIGURES AND CIIARTS
Figure 4.1: The students’ attitudes toward learning vocabulary in English
Figure 4.2: ‘Ihe students’ expression about this way ( Question 5) 36
Figure 4.3: This question shows the [ecling of students when playing gamos
Figure 4.4: Students’ understanding and experience about the purpose of
language games and thor view of point on them ( Question 9,10) 38 Figure 4.5: ‘The students’ feeling and attitudes about language games the
teacher uses in every vocabuary lessoon (Question 2) 40
Figure 4 6: The students’ fecling after taking part in language games
(Question 3) - 4)
Figure 4.7: Students’ evaluation of the effectiveness of learning vocabulary
Figure 4.8: Students’ preferences of ways organizing language game Question 8 44 Figure 4.9: Students’ hope in taking parl im language game in every vocabulaary
vi
Trang 11CHAPTER 1: INTRODUCTION
This chapter presents the background of the study and the statement of
the problem, the objectives of the study, the research questions, the scope of
the study, the significance of the study, the method of the study, and the structure of the study
1.1 Rationale of the thesis
It is common knowledge that vocabulary leaming is an important aspect
of forcign language learning During the time working as a lcacher of English
at Hung Yen Mechanical-Electric and Water Resources Vocational ‘lraining
College, I can observe the fact that the students at this training institution
encounter a lot of problems in English vocabulary learning They tend to like learning Hnglish via different types of games ‘This status quo is one of the
motives that induced me to go further into this area of research
1.2 Aims and objectives of the thesis
1.2.1, Aims of the thesis
The sludy is aimed at
- Exploring weaknesses of students in learning the language
- Finding suitable methods to help the students at Mecha — Electric and
‘Walor resources Voeational College in Hung Yon raising motivation
- Helping students at this training institution to improve their vocabulary learning
1.2.2 Objectives of the thesis
The objectives of the research are as follows:
a) To find out the problems encountered by studenis of Mecha —
Electric and Water resources Vocational College in Hung Yen
@) To work out the effectiveness ways to solve these problems
Trang 121.3 Research questions
1 What are the problems encountered hy students in vocabulary learning
at Hung Yen Mechanical-Electric and Water resources Vocational College?
2 How have the language games solved these problems?
1.4 The scope of the thesis
The thesis is focused on:
(i) Games employable for vocabulary teaching and learning
Gi) Non-English major studenis at Hung Yen Mechanical-Electric
Vocational Training College
1.5 Significance of the rescarch
As can be inferred from the aims and objectives mentioned above, the results of this thesis, to the cxtcnt possible, would facilitate Icarners im
vocabulary learning No doubt, the thesis is of practical value in the sense that
it is beneficial to non-English major students at IIung Yen Mechanical-
Hlectric Vocational ‘Training College in improving their vocabulary learning
1.6 Organization of the thesis
The thesis consists of five main parts: the introduction, the literature
review, the methodology, findings and discussions, and the conclusion
The introduction presents the rationale of the thesis, the aims, and the
objectives of the thesis, the rescarch questions, the scope of the thesis, the
significance of the thesis
Chapter 1 The mlroduction presents the rationale of the thesis, the aims,
and the objectives of the thesis, the rescarch questions, the scape of the thesis,
the significance of the thesis
Chapler 2 The literature review provides the delinions of vocabulary, the importance of learning vocabulary, and the definitions of
language games
Trang 13Chapler 3 refers to rosearch methodology ineluding research context,
research design, and data analysis techniques
Chapter 4 demonstrates findings and discussions about pre and post-task
questionnaires, pre, and pust-losts then the interview [rom the students about
language games
Chapter § The conclusion summarizes what has been addressed in the
thesis, points out the limitations and suggestions for further thesis.
Trang 14CHIAPTER 2: LITERATURE REVIEW
This chapter has introduced the definitions of vocabulary and its
importance Bosides that, tho classification of vocabulary and some
difficulties in vocabulary learning were Listed to help teachers im finding out a suilable method to motivate students in voeabulary learning, Significantly,
with an overview of the language games and the benefits when language
games are used in teaching and leaming vocabulary Some previous studies
are relerred to the students’ atliludes in other places The [acts and the study vocabulary in the international and Vietnamese contexts were also mentioned 2.1 Vocabulary learning
2.1.1 Definition of Vocabulary
Vocabulary is broadly known as knowledge of words and word
meanings It is a fundamental part of the language that must be the mastery of
English skills However, the definition of the word has been, for a long time -
a major problem for linguistic theory Up to the present, there are various definitions of vocabulary based on different points of view about vocabulary
According to Homby (1995), vocabulary is all words a person
understands and uses It is all the phrases in a specific language or the phrases
that poople usc when they are talking about a parlicular subject, Salch (1997
60) stressed the division of vocabulary into two main categories: concrete words and abstract words Ur (1996: 60) claimed that “ vocabulary can be
defined, roughly, as the words we teach in the foreign language” Learners
often achieve less than their potential and may be discouraged from making
usc of language learning opportunilics around them such as listening to the radio, listening to the native speakers, using language in different contexts,
reading, or watching television without an extensive vocabulary and
Trang 15stralegies for acquiring new vocabulary, (Jack C Richard and Willy A
Renandya, 2002)
Additionally, Harmer (1991) provided a discussion on “ active and passive”
vocabulary: Active vocabulary contains words that students are “able to use
in speech and which they remember” while passive vocabulary mentions vocabulary itoms which students van recognize in a text and understand, but
are not able to usc them actively
In conclusion, giving an exact definition of vocabulary is not simple work
For this study, the rescarcher herscl most agrees with the last one
2.1.2 Classification of vocabulary
Vocabulary can be classified in many others ways
Classification by origin
According to the origin of words, there are two types called native
words and loan words Loan words are words taken from one language and
used in another like abdomen, cookie Native words are words that are not
borrowed from another language but are imherited from an earlier stage of the language like the hand, chair
Classification by level of usage
Vocabulary can be divided into common, literary, colloquial, slang,
tochnical words according to the level of usage
Common words or popular words often connect with ordinary things or aotivilies and make up the biggest parl of the vocabulary with ils core as basic
word stock Stylistically, they are neutral and henec appropriate in both
formal and informal writing and speech
Literary words are chiefly uscd in writing, formal, and clevaicd in slyle like the word purchase/ buy
Colloquial words are used mainly in speaking to colleagues or friends
Trang 16and in informal wriling Consider the following examples that illustrate the
difference between the use of common and colloquial words:
Hey Tom! what's up? (Colloguial)
Hey Tom! what are you doing? (Common)
Slang words are words of a vigorous, colorful, fictitious, or taboo
nature, invented [or specific oceasions or uses or derived from the
unconventional use of the standard vocabulary For instance, all-nighters,
buck, busted
Technical words are uscd in various special ficlds with functions partly
to denote things or processes which have no names in ordinary English, and
most remain essentially foreign to outsiders, even to educated native speakers
For example psychoanalysis
Classification by notion
According to the notion, vocabulary consists of two types, function or
structural words and content words
Function words include categories of words like determiners, conjunctions, or auxiliaries which serve as grammatical signals or functional
markers ‘hey do not have lexical meaning and belmg to a closed system
Content words are used to name objects, qualities, actions, or states
They have independent lexical meanings and belong to the open system
Classification by the usage of the word
In language leaching, vocabulary can be divided into the productive
and receptive vocabulary Productive vocabulary generally refers to words
which can be produced within an appropriate context and match the intended
meaning of the speaker or signer As with receptive vocabulary, however, there are many degrees at which a particular word may be considered part of
an active vocabulary Knowing how to pronounce, sign, or write a word does
Trang 17not necessarily mean that the ward can be used correctly or accurately reflects
the intended message of the utterance, but it does reflect a minimal amount of
productive knowledge
Classification by the concept uf morpheme
‘Basing on this criterion, there are simple words (.e words consisting of one rool morpheme), derived words (i.¢ word
2.1.3 The importance of learning vocahulary
Because a limited vocabulary impedes effective communication in a
socond language, mastery off vocabulary is also vicwed as a crilical tool Lor second language leamers
Schmitt (2000) stresses that “lexical knowledge is central to
communicative competence and the acquisition of a second language” p 55) Nation (2001) further describes the relationship between vocabulary knowledge
and language use as complementary: knowledge of vocabulary enables
language use and, conversely, language use leads to an increase in vocabulary
knowledge In and out of class, the value of vocabulary is illustrated every day Achieving leamers have the most adequate vocabulary in the classroom
Researchers such as Laufer and Nation (1999), Maximo (2000), Read (2000),
Gu (2003), and Nation (2011) and others have realized that the acquisition of
vocabulary is essential Jor the eflctive use of the second language and plays an
important role in the development of complete spoken and written texts Leaming vocabulary products play a crucial role in all language skills (Le
listening, spcaking, reading, and writing) in Fnglish as a sccond language
(ESL) and English as a foreign language (EFL) Richards (1980) and Krashen
(1989), as cited in Maximo (2000) state many reasons for devoting attention to vocabulary “First, a large vocabulary is of course essential for mastery of a
language Second language acquirers know this; they carry dictionaries with
Trang 18them, not grammar books, and regularly report that the lack of vacabulary is a
major problem’? Oxford (1990) also claims that vocabulary is “by far the mast
sizeable and unmanageable component in the leaming of any language,
whether a foreign or one’s mother longue, because of tens of thousands of
different meanings” Despite these difficulties that language learners face in L2 vocabulary, they still have to deal with il in their examinations as “‘vovabulary
has traditionally becn onc of the language components measured in language
tests’* (Schmitt, 1999, 189)
2.1.4 Difficulties in Vocabulary learning
The first steps in successful teaching vocabulary are to identify the difficulties faced by students Thorbury (2004:27) proposes some factors that make some words more difficult as follows: Pronunciation, Spelling, Length
and complexity, Grammar, Meaning, range, connotation, and idiomaticity
Words that can be used in a wide range of contoxis will generally be perceived as casicr than their synonyms with a narrower range Thus, put in a
very wide-ranging verb, compared to impose, place, position, etc Likewise,
thin is a safer bet than skinny, slim, slender Uncertainty as to connotations of
some words may cause problems too ‘hus, propaganda has negative
comnatations in English, but its equrvalent may simply mean publicity On the other hand, eccentric docs not have negative connotations in English, but its
nearest equivalent in other languages may be deviant Finally, words or expressions that are idiomatic( like make up your mind, keep an eye on ) will generally be more difficult than words whose meaning is transparent (
decide, watch) Gower, Philips, and Walter(1995: 143) explain what makes a vocabulary item is easy or difficult How easy or difficult a vocabulary item is can depend on sevoral laclors: a The similarity to L1, Similarily to
English words are already known, Connotation, Spelling and
pronunciation, Multi-word items, Collocation, Appropriate use.
Trang 192.1.5 Learning vocabulary in Vocational college context
First of all, in the vocabulary learning process the students in this
college consider the teachers’ explanation for the meaning of definition,
pronunciation, spelling, and grammatical functions bering In this case,
language learners have nothing to do in the vocabulary learning section but to listen to their teacher Sccond, students only think of vocabulary learning as
knowing the primary meaning of new words Therefore, they ignore all other
functions of the words Third, the students usually only acquire new
vocabulary through new words m Lheir textbooks or when given by Leachers during classroom lessons Kor example, leamers find many new words in a
text and then ask the teacher to explain the meanings and usage Forth, many
Icarners de not want to take risks in applying what they already “know the word”, but they may not be able to use that word properly in different
contexts or pronounce it correctly
2.2 Language Games
2.2.1, Definition of language games
Vocabulary learning is always a hard task for language learners Il is
now very generally accepted that language teaching and learning not merely
can be but should be enjoyable This means that there is no need, by
excluding enjoyment, lo make il more difficult Many linguists agree that
playing language games is a good way of learning vocabulary So what is the concept of games and language games?
There are a wide variety of definitions of games m language teaching
As defined in “ Longman Dictionary of Language Teaching and Applied
Linguistics” ( Richard & Schmidt, 2010), games are * an organized aclivily”
‘which usually has the following features “ a particular task or objective”: a set
of rules”, competition between players”, and “ communication between
Trang 20players by spoken or written language” (p.239) Thus, games are usefUl im
communicative language teaching “CII”, an approach that has recently
increased in popularity Hadfield (2005) defined games as “ an activity with
rules, a goal, and an element of fun” (p.5) Through these iwe definitions, it is
reasonable to conclude that games are used im the classroom, students are
given an exciting opportunity to loam English in a more relaxed atmosphere
Lec, W R (1979) defined games in the strict sensc, which have a
definite beginning and are governed by rules, shade off into game-like
acliviaes which have a less formal design
Byme (1995) gave the definition to games as a form of play govemed
by rules They should be enjoyable and fun They are not just a diversion, a
break from routine activities, but a way of getting the Icamer to use the language in the course of the game ‘Therefore, games involve many factors
rules, competition, relaxation, and learning, in particular The main focus of
using games in class is to help students learn and have fun
therefore, Games include many factors: Rules, relaxation, competition, and learning It means that Il helps students learn and have fun
2.2.2 Classification of language games
According to Iladfield (1984), language games can be divided into two
types: linguistic gamos and communicative games Linguislic games focus on
accuracy, such as supplying the correct antonym In contrast, communicative games focus on the successful exchange of information and ideas Games can
be competitive (playcrs or teams racc to be the first to reach the goal) or co-
operative (players or teams work together towards a common goal)
Besides, Hadfield suggested another way of classilying language games which are based on categories Following this, there are other types of
language games such as sorting, ordering, or arranging games, information
10
Trang 21gap games, guessing games, search games, matching games, labeling games,
exchanging and collecting games, board games, role play games
Basing on language knowledge and skills that learners need to master,
Lee, W R (1979) divided games into structure games (games provide the
experience of the use of particular pattem of syntax m the communication), vocabulary games (games in which the lamers’ attention is focused mainly on
words, spelling gamcs (games to practice spelling), pronunciation games
(games for practicing pronunciation), number games (games help leamers to
gol accustomed to the spoken forms of numbers so thal they arc nol a stumbling block to communication), listen-and- do- games (games in which students have
to listen and understand, then carry out some action), read-and-do games
(games to practice reading), writing games (games to encourage meaningful
‘writing practice), discussion games (games involve discussion}
2.2.3 The importance of language games in learning vocabulary
Games help teacher to create contexts in which the language is useful
and meaningful {t can be said that Language games have a fully respected place in foreign language leaming Games play an essential role because they,
the learners like to play and have fun so by giving the games as a teaching
method, the students can be more excited and motivated to study Inglish
“Games help and cncourage many learners to sustain their interest and work”
( Wright, Betteridge, and Buckby, 2009, P.2) games are not only for fun but also for encouraging children to seize control of English faster So Language
games arc important for all the reasons below
Games improve vocabulary retention
According lo Richards and Schmidt (2010), retention is defined as
“The ability to recall or remember things after an interval of time ” (p.498) In
language teaching, there are three contributing factors to retention in general
11
Trang 22and vocabulary retention im particular, namely teaching quality, leamers’
interest, and the meaningfulness of the materials Certainly, games, which
belong to the materials, affect vocabulary retention
Games increase motivation
Obviously, games enhance students’ motivation, which means “ the
driving forve in any situation that leads lo action” in general and in the field
of language Icaming refers to “a combination of the Icamers’ attitudes, desires
and willingness to expend effort in order to leam the second language” (
Richards & Schmuidt,2010, p 377) Itis undeniable that fun and challenge are
the core components of language games ‘hanks to the former, students can
Jean in a more relaxed atmosphere and they can show a deeper interest in the
lesson because of the diversity in classroom activitics added by games With the help of the latter, students can communicate and cooperate with their
peers in pairs or groups and simultaneously compete with others to become
the first to win Moreover thanks to games, motivation among young leamers
can be improved by the internal element, for example, interest and external element, for motivating leamers by providing fun and challenge
Games sharpen teamwork skills
Teamwork refers to “a cooperative process that allows ordinary people
lo achive extraordinary results” and skill is defined as “an aequired ability to
perform an activity well, usually one that is made up of the number of
cuordinales processes and actions” (Richard & Schmidt, 2010, p 532) As can
be scen from the aforementioned definitions, teamwork skills are thought to
be skills aimed at facilitating the activity of working together in which
lcammates are required to vooperale in order lo achieve common goals
Among essential teamwork skills are communication, conflict solution,
listening, dependability, and respectfulness Games support communication
12
Trang 23among pupils by requiring the players to express their own opinion and
discussing them with their teammates However, in the process of games,
conflict may arise in the context of the selection of the most satisfactory
answer from different ones offered by œvcry (oammale ConscqucnUy,
negotiation must start in the process of exercising the most viable option, through which conflict can be setUed Conflict management is equal to a
willingness to take notice of every member's answer, which moans the
existence of listening In order to reach complete agreement, teammates need
lo put their trust in one another aller asking questions for clarification, Any member who has contributed their idea deserves to be appreciated In short,
games can enhance teamwork skills, namely communication, conflict
solution, listening, dependability, and respectfulness
Games provide active Icarncr-centered learning and meaningful
practice
In addition, games “ provide opportunities for real communication” and
“ constitute a bridge between the classroom and the real world” ( Hadfield,
2005, p5) With the use of the games, teachers are able to creale a wide
variety of contexts in which students are required to use the language to
communicate, exchange information, and express their ideas and opinions
Games enhance confidence
‘Thanks to the fun imherent in games, students can learn in a more
relaxed atmosphere and they can show a deeper interest in the lesson because
of the diversity in classroom activities added by games Moreover, in the
process of games, the focus is on the communication in the target language,
no on error correclion, which is thought to lead to inereased confidence in
lessons It is clear that games provide a meaningful context in which pupils
are required to respond to challenge Therefore, their level of confidence is
13
Trang 24undeniably enhanced by expressing and discussing opinions with each other
and simultaneously practicing the language without fear of continuos
correction in order to deal with the challenge set up by games on the way to camming a win
Games foster student-students and student-teacher relationship
Games can be used as pair work, small group work, or whole class
activities In the process of games students within a group are encouraged to
express and exchange their opinions with each other It is cooperation that
helps students to beller undersland cach other Furthermore, when compeling with other teams, all differences are put aside and the only thing to exist
among students is cooperation promoted by sharing experience and
knowledge, which indisputably leads to a closer bond between classmates
When students perceive the teacher is playing language games with them, the
learmer-teacher bond must be strengthened
The game provides 1 meaningful context
According to Wright, Betteridge & Buckby (2009), games also help the teacher to creale contexts in which the language is useful and meaningful
Children are provided good reasons to revise what they have leamed by
language games With the regular revising method, the children do their
exercise, liston to the teacher’s summary, and rewrite il down They have no
chance to show themselves in from of class, which will make them confident
to use whal they have learned Ilowever, with language games, the learners
stand up and come out of their scats to revise language items differently The
go-to the board, give answers, do the action in a competitive but friendly
atmosphere, sometimes with smiles and fun
‘This way of revising helps leamers to remember easily without any
reluctance or difficulties IIe does repetition all the time but they do not
14
Trang 25xealize 11 beuause cach Lime they repeal, the so ¡Lm điTerenL ways As m “
guessing game” with action while speaking out of the phrases every turn, and
the whole class is divided into teams will check and give an evaluation
Whenever thoy do action, they speak, check, and cvaluate, that is when they
repeat language items without boredom With the regular revising method, the interaction in the classroom is oficn taught to the whole class, which makes
Icarners passive in the process of receiving input To some certam extend,
learners are familiar with their teacher, but they still feel less confident and
reluctant when expressing what they have learned or when being required to
stand up and fulfill the task
Games can be a very good way to practice real-life skills According to
Lewis (1999), the context of the game makes the forcign language immediately useful to children It brings the target language to life ‘The
reason most people want to lea a language is to be able to use it in real-life
situations, for example, they go traveling to other countries, they have to
communicate with local people and what will happen if they cannot connect with others Games can be a very good method lo praclice these skills because
they can easily be used to reenact various situations from real life and provide
students with practice in their fluency Also, by using games in the classroom
the
ther is giving his or her learners a bigger role, and they are stepping oul
of the frontline which is a positive thing because it allows students to do more
on their own, and they can have a very well result in an increase in their
confidence level
Games provide a logical contribution while learners interact in the
group, allowing siudents to clarify the meaning of the words This strategy enhances learners’ enthusiasm to learn new Knglish vocabulary According to
Tlansen (1994,p.118 cited in Nguyen Thi [Tue Linh,2009)} games are not time-
15
Trang 26filling activites but have a great educalional value They are highly
motivating and entertaining, and they can give shy learners more
opportunities to express their opinions and feeling
2.3 Previous studies
2.3.1 Studies in an international context
So far, the usc of language gamos im English lessons have been
interested in many foreign rescarchers Additionally, they also did a past-class
interview to get students' feelings and personal experiences in learning
vocabulary Questionnaires were designed to help students understand clearly the purpose of the study After collecting the data they concluded that most of
the learners (20 out of 23) were interested in joining the game in the group and
they tried their work, even the shy students Students showed that the games
‘were very useful for them to enrich their vocabulary knowledge because they
played and interacted with each other Besides, interviewed teachers reported
that their students seemed to learn new words more quickly and retain it better
when it was applied in a relaxed and comfortable environment such as while playing games Therefore, the effectiveness of games in teaching and learning
is revealed
Games can lead to pupils’ more positive attitudes towards English
vocabulary loaning, They taught vocabulary through alphabels, numbers, and
calendar, and pronoun through whispering games, giving clues and fishing respectively In the research, the author implemented four-way of teaching
vocabulary namely reciting vocabulary consulting dictionary, vocabulary
dictation, and playing the game The findings imdicated that all games
employed in the sludy were groatly salislicd by students and the young learner's preferred games to other vocabulary teaching activities ‘They tend to
have positive attitudes towards vocabulary learning because using games is a
16
Trang 27construcUve alLernative which creales a more active leaming atmosphere and
develops students’ interest in leaming vocabulary
In order to investigate the impact of playing games on young Iranian EFL
Icarners’ vocabulary retention, Ghalvon and Kabm (2014) conducted a study
at Irandoostan Language Academy with the involvement of 50 young female EFL leamers randomly divided inte two groups, an experimental and a control
group While the latter reccived traditional tcacher-contered vocabulary
instruction, the former was exposed to three-word games, namely Hangman,
Charades, and Crossword Puzzles After the treatment, the rescarch
applied the test-retest method within a two-week interval ‘The results from
the two tests indicated that the experimental group surpasses the control
one in memorizing vacabulary during the immediate recall stage and the delayed recall stage It is logical to assume that using games develops
students’ ability to memorize vocabulary as the activities offer the leamers
favorable opportunities to compare, combine, match, sort, and visualize the
words ‘Therefore, when exposed to games which challenge their thinking and promole their decision making, the students will recollect vucabulary
in a productive manner
In their book, Richards and Schmidt (2010) mentioned two kinds of
vocabulary relention: Jimmediaie recall, which is defined as “ thể
remembermg of something shortly after studying it” and delayed recall, which is known as the “ability lo remember something sometimes afler
it has been studied” (p.272) The control group received a traditional method
of teaching vocabulary and the experimental group was exposed to language
games, namely the definiuon game, half a crossword, cross thom out, and making sentences After the treatment, post-test 1 was administered to bath
groups to examine the students’ immediate vocabulary learning After two
17
Trang 28weeks since the treatmenl, post-tests 2 was given to both groups in order to
assess the delayed effect of learning Kour weeks after the second post-test,
post-test 3 was set to determine the students’ ability of retention in both
groups The resulls have shown that the clfect of games was more signilicant
in the delayed recall stage than in the immediate recall stage n games, the offorl made by students to arrive al correet answers means secking help and
support from their peors, and in the process of discovering the unknown
vocabulary items, students need to cooperate and negotiate with each other,
which undoubledly leads to social interaction among young learners Thanks
to the interaction, vocabulary retention is substantially enhanced
In terms of perception, Wang (2010) conducted a study with a view to
examining the usc of communicative language games for teaching and learning English in ‘Taiwanese elementary school In the study, the participants were
150 teachers teaching in Taiwanese primary schools and the instrument
employed was a survey questionnaire about their perceptions towards the use
of communicative language games in English lessons ‘lhe findings of the sludy indicaled that Taiwanese elementary school teachers generally
appreciated the benefits and values of commuicative game activities in the
teaching of the English language The results were also recommended that
teachers be aware to lake leamers’ individual varialions inte considcraiion and
be more flexible in their use of communicative language games in order to maximize educational effect when facing students with backgrounds, learning
styles, needs, and cxpectations In Kristanti (2014)'s study, the rescarch
investigated the teachers’ perceptions towards the use of language games in
teaching English for young learners The study was carried out in the first and the second grade of Bethany Klementary School Salatiga with the involvement
of two English teachers, in which observation and interview were used as data
18
Trang 29collection struments, in order to examine teachers’ perceptions on the use of
games in relation to experience in using games to teach language, the reason
for the deployment of games, advantages, and disadvantages in each type of
games employed im the research for the leachers and learners, and important
points to maximize the use of games ‘lhe findings showed that teachers had a positive altitude toward language games since they could contribule to
improving the students’ language skills, building their grammar understanding,
engaging them in the lessons, helping them te expand vocabulary, and
supporting the teachers m seeing the pupils’ actual ability However, the results indicated the disadvantages of language games, to be specific, they could be
time-consuming and boring to some pupils and the teachers might have
difficulty controlling the classroom management during the games In order to optimize the efficacy of games in the language teaching and learning process
2.3.2 Studies in the Vietnamese context
In Vietnam, Nguyen Thi Thanh Huyen and Khuat Thi Thu Nga (2003)
had a study about the effectiveness of learning vocabulary through games They showed many advantages in learning new words by using games One of
the effective activities that they applied in teaching for students at the IDistance
Education Centre (DEC) is word games After two weeks, they conducted a
small posi-class survey to elicit students’ leclings and their cxporionees in
learnmg vocabulary A sample questionnaire was designed ‘hey collected dala by observing the class leacher and interviewing the students The result of
students showed that most of the students were willing to take part in the
games and most of them agreed that their use of the vocabulary was becoming
beller However, the use of the sludy may not be reliable duc to the limited
scope ( two weeks and two games) and the result only depended on the
interview and questionnaire, so it may not measure accurately the progress of
19
Trang 30students in learning vocabulary Many studies about the effectiveness of using
games in learning vocabulary have been conducted
Tran Thi Thu Huyen (2008) explored the roles of language games in
revising language items for primary school children at Hanoi Children’s Palace
center She conducted the research in the form of a quasi-experimental design with the parlicipation of 32 boy and girl students al the age of 7 The results
indicated the language games occupicd an important role in helping pupils to
remember new words and revise old lesson better
Phung Thi Nga ( 2014) undertook a research sludy im the form of the
action research project with the participation of 25 students aimed to
investigate the effect of language games on the vocabulary leaming of seventh
graders at Maric- Curric School (MCS), in which tests, questionnaires, and interviews were used to collect data to answer the two research questions
conceming to what extent the use of language games improved 7th graders’
vocabulary learning at MCS and what their attitudes toward language games in
their vocabulary learning were ‘Ihe results of the study revealed that language games helped 7th graders al MCS lo improve their vocabulary leaning and the
students had positive attitudes towards language games
Nguyen Trong Binh (2015) carried out research on using language games to
motivate lonth gradors in speaking lessons This aclion research project, in
which data collection instruments were observation sheets and survey questionnaires, was allended by 30 tenth graders at Loc Binh high school The
finding revealed that the cause of the students’ low motivation in speaking
lessons was the lack of interesting speaking activities and language games
could be deployed as teaching icchniques lo onhance students’ motivation
Nguyen ‘hi Kim ‘Trang (2015) undertook a study with the involvement of
31 fourth graders at Ba [lien B Primary School with a view to investigating the
20
Trang 31efTects oÏ using language games on vovabulary retention The imsrumenls [or
gathering data were two questionnaires (provided before and after the
treatment) and pretest and five posttests (four progress posttests and one final
posttest) Aller receiving an cight-weck treatment, most of the students showed
more positive attitudes towards language game applications More importantly, the findings from post — data suggested thal language games contribute to
improving students’ vocabulary retention and their attitudes toward vocabulary
learning The writer also noted down some unanticipated problems during her
treatment, First, she could realize when working in the groups better students
were dominant in the activities Second, a few students used the mother tongue
to communicate in the process of games The author also recommended good
preparation and class organization increase the success of language games in
the classroom
As a teacher of English in a vocational college, the researcher found that
students at the vocational college have many difficulties in learning
vocabulary Without a reasonable solution to motivate them to study, they will definitely not be able to have enough vocabulary knowledge to suppart
them in acquiring and developing other skills so language games are the most
reasonable and fastest way to help them improve their own vocabulary, and
to be more interested in vocabulary learning
21
Trang 32CITAPTER 3: RESEARCII METIIODOLOGY
In this chapter, the main issues relating to methodology was carefully
discussed First, an claboraon of the rescarch vontext was presented,
particularly, the English learning and teaching contexts in Mechanical Electne and Watcr resources Vocational college Sceond, some important matters of
methodology such as rescarch methods, participants, and data analysis were
also thoroughly mentioned Among these, the researcher paid close attention
lo the research methods with detailed description of the survey questionnaires, the tests, the interviews, and the data analysis process which laid foundations
for the research findings and discussion in the next chapter
3.1 Research context
3.1.1 Participants
The participants who participate in this study including 65 students who come
from secondary school, they did not pass the exam into high school and
choose a vocational school to continue their study so most of them have a very low background of English vocabulary so they are bad at alll skills That
the reasom why they need to he motivated by teachers ‘This group will take
part in answering the questions, interview, and doing tests
All of them are male students in the first year They are in class TẠI
and ‘fF 1 All of them are at the age of 15 to 18 ‘They will take part in doing questionnaires, interviews, and tests Although they studied English from the
2 grade to the 9 grade before entcring my college their knowledge and
vocabulary of English are very low level Most of them do not remember
much aboul grammar, vocabulary and they are not fond of learning vocabulary and they said that it is a boring and difficult activity and do not
want to spend time on it They are easy to forget new words after the lesson
22
Trang 33This fact motivates me lo do this research wilh the hope of changing this
situation
The students need to learn only 120 periods of English in the first year
English is taught for students from the clemontary level Most of thom do not
have vocabularies in their mind ‘Lhey seem to forget all words from sceondary school bul they are requested to complete basic communication in
communicating to get a good job casily after graduating because they will
also get a vocational graduate certificate
3.1.2 Textbook
‘Textbooks are used at vocational colleges are compiled by the General
Department of Vocational training
3.2 Research design
‘There has not heen any research on the use of language games before at
my Vocational college so this study was the first and only one to explore the
learners’ perception of the use of language games in vocabulary lessons
‘Therefore m the research approach for this study mixed methods were adopted
In general, mixed methods research represents research that involves
collecting, analyzing, and interpreting quantitative and qualitative data in a
single sludy or in a scrics of studics thal investigato the same underlying
phenomenon
In other words, mixed methods research design is used to: broaden
understanding by incorporating both qualitative and quantitative research” (
Creswell, 2009,p 205), Specifically, the concurrent embedded design was selected
as the Tesvarch design in the study The research design was cmployed because of
“its use of one data collection phase, during which both quantitative and qualitative
data are collected simultaneousiy”( Creswell,/2009,p 214) Moreover, as Creswell
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Trang 34(2009) maintained, a major advantage of this research approach would be for the
researcher to “ gain perspectives from the different types of data or different levels
within the study” (p 2015) In this study, quantitative and qualitative data about
learners’ perceptions of usc language games in vocabulary lessons wore colleotad
‘using questionnaires, interviews, and tests
3.3 Data collection instruments
lo answer the research questions, three main mstruments were
employed to collect the data: Questionnaires, interviews, and tests
3.3.1 Questionnaires
Conducting a study on the real situation, questionnaircs were apphod for students Numan (1992,p.231) defined thal “a questionnaire is an
instrument lor collecting data usually in writen form, consisting of open or
closed questions and other probes requirmg a response from the subject” Questionnaires are a common instrument for collecting data on unobservable phenomena such as attitudes, motivation, and self-concept (Seliger & Shohamy, 1989) This instrument provides a simple and inexpensive way of collecting and analyzing a huge set of data from a large number of
Participants
‘The questionnaires for this present study are adapted from ‘Lran ‘hi
Dieu Hang’s questionnaire (2011, p67 — 74) because of some similarities
concem in the topic of the game In ‘Iran ‘Thi Dieu Hang’s study, the participants were all high school students aged 15 and the participants in this rescarch are also at the age of 15 ( all of the students have just graduated from socondary school and could not pass the oxam into high school so they come
to Vocational college for both studying in wo parallel programs: Vocational and Cultural Supplementary Program)
24
Trang 353.3.1.1 Pre- task questionnaire
‘The pre-task questionnaire included 10 questions aiming to disclose the
attitudes of the students towards learning vocabulary before the intervention
Tt was assigned 1o the students in lhe lirst two weeks of the first term The
first two questions aimed to examine students’ attitudes on vocabulary loaming The third question was investigated the lime that cach student
spending on learning vocabulary Question 4 and 5 1s used to ask about the
common way of presenting vocabulary at secondary school and their feeling
aboul this way The next question is used to explore the biggest dillicultics in vocabulary leaming to answer the first research question “ What are the
problems encountered by studenis at Vocational college in vocabulary
learning?” With the sixth question, the students necd to express the common way they leam vocabulary at home In the three last questions, the researcher
can discover the students’ understanding and experiences about the purpose of
language games and the students’ view of the point on them
3.3.1.2 Post — task questionnaire
The format of the post-lasks questionnaire is similar to the pre-lask
questionnaire ‘The result from this helps the researcher answer the research
question “ How language games have salved these problems?”
The students also wore asked 10 questions again allor a period of ime
they participating in language games which helped them to learn vocabulary betler The first question focused on the student's opinions about the benefits
of using language games Questions 2 and 3 were uscd to ask about the
students’ feelings and attitudes about language games the teacher use in every
vocabulary lesson Students’ assessments of the cliectuveness of learnmg
vocabulary through language games are the content of question 4,5,6 ‘The
seventh question is designed to explore the students’ involvement in language
25
Trang 36games And the data from question 8,9,10 would help the researcher
understanding the students’ expectations from using language games in a
vocabulary lesson
The advantages of using questiomaires as dala collection tools mainly
come from the fact that with the help of a questionnaire a large amount of dala can be collceted quickly and cconomivally from a large sample Also, a
questionnaire, as one of the most common forms of data collection tools, can
easily be assessed in terms of reliability Moreover, the strengths of the
questionnaire pencrally include accuracy, generalizability, and convenicnce However, besides the strengths, questionnaires usually fall short in examining
the complex social relationship and intricate patterns of interaction
Therefore, in this study, data gathered via a questionnaire was further reinforced via a face-to-face interview ‘Ihe questionnaire of the study
involves both open-ended questions and closed-ended questions
3.3.2 Interview
In addition to questionnaires, semi-structured interviews with five students were conducted as another impurlant mode of data collection for this
study ‘The interview is structured with a list of four questions (see appendixes)
This type of interview is conducted in systematic and consistent order but it
allows inlervicwers suflicient [recdom to digress, that is the mlerviewers arc
pemnitted (in fact expected) to probe far beyond the answers to their repaired and standardized questions An interview is a very personal way to galher
information since it allows adaptability in questioning From this point of view,
the interview data provides deeper insight regarding the difficulties of students in
Icaming vocabulary, the clfectivonoss of using language games in thoir vocabulary learning, and their expectations Furthermore, the interview data
complemented and expanded on the questionnaire data as it gives follow-up
26
Trang 37information in the case of ambiguous and incomplete responses [rom the
questionnaires
Nunan (1992) pointed out that the oral interview has been widely used as
a research tool in applied linguistic Structured interviews, semi-structured
interviews, in-depth interviews, and focus group interviews are some types of interviews According to Numan (1992), the semi-structured interview has found favor with many researchers because of its Mexibility It helps the rescarcher and
interviewer to gain the general ideas that he or she expected to get A semi- structured interview was conducted following the questionnaire The purpose of
a semi-structured interview was to collect a deep understanding of learners”
attitudes towards language games used in teaching vocabulary The information collected trom the interview supported the data collected from the questionnaire
total vocabulary size, to compare vocabulary knowledge before and after the
course, lo keep continuing check on progress, to encourage learning by setling
a shoriterm goal, to see the effectiveness of teaching and to investigate learning process
lwo types of tests were administered before and after the trial: a pre- test and a post-test ‘The pre-test was done at the begirming of the course belore games arc implemented ( vocabulary is laught and learned by the former way) and the post-tests were used in the middle of the [irst year with
the game implementation ( using language games in teaching and learning vocabulary) The level of difficulty and the format of these two tests are
similar,
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Trang 38The result of the post-Lest was compared with the resulL oŸ the present
by counting scores that leamers made
The test papers include 5 exercises:
Exercise 1 is required students to match the words with the suitable pictures (3 points)
Exercise 2 with 10 questions that students had to circle the odd one aut (2 points)
In exercise 3 with 8 questions and the students are asked to circle the
best answer for each question ( 2points)
The students needed to find ten words for each topic in exercise 4 (2
problems?”
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Trang 393.4, Data analysis techniques
3.4.1, Data analysis from questionnaires
Pre- task questionnaire and post-task questionnaire were presented in
the form of [requencies and percentages The analysis of young learners’
perceptions of the use of language games in vocabulary lessons was made according to these slalislics and with SPSS20.0 Besides, dala were
summarized into tables and charts to facilitate data synthosis, companson, and
generalization and make the data analysis process more efficient and easier to
follow simultancously
3.4.2 Data analysis from interview
Transcriptions were read in agreement with the note taken during the
interview Having been examined minutcly, the data were classified into meaningful analytical units following several major themes about the
perception of the use of language games in vocabulary lessons emerging from
Literature review Afterward, the data were coded based on the meaningful
segments During the writing stage, the text was used to explain the basic themes In the process of wriling, review, and dala comparison, the meaning
was drawn to the finding of data analysis
3.4.3, Data analysis from tests
Pre-test and post-test wore designed in the same formal, Pro-tesls were
done before the courses and the post-test was done after applying the language games in a vocabulary lesson The analysis of the dala was based on
SPSS20.0 Then data were summarized into charts to compare the result
before and after language games was used,
3.5 Research procedure
in this study, | decided to use the action research modet of Kemmis and
Mr Targgart ( cited by Cohen 1994) which composed of four phases
29
Trang 40- Planning: A problem or issue is identified and the plan of action is
developed to bring improvement in specific areas of the research context
- Action: The plan is put into action
- Observation: The elfects of lhe action observed and dala are collected
- Reflection: ‘he effects of the action are evaluated and become the
basis for further cycles of research
Step 1: Planning
In this step the researcher finds oul the area of the focus, describing the problem, reviewing the literature review, and writing an action plan to guide the research After 10 years of teaching at Vocational college, I realized that most of the students at Vocational school have a big problem with learning
vocabulary They are lack of vocabulary knowledge and motivation to learn new words, They do not learn vocabulary actively, they arc casy to forget
words and they do not spend much ime learning or writing the words in two lines Therefore I focus on this problem in this study
A pretest, a posttest, pre-task survey questionnaires, post-task survey
questionnaires, and interviews were used to collect information about using, language games in learning vocabulary as well as leamers’ attitudes toward using language games
The study lasted in the time of the first term of the first year ( about 12 weeks) In the teaching process, a list of suitable games was selected and applied from week 2 to week 11 The pretest, posttest, pre-task survey, and post-task survey questionnaires and interviews were carried out from the first
to the last week
Step 2: Action
Three stages are taken place in this step:
Stage 1: The researcher presented the aims of the experiment and the
action plan Then the students were asked lo take parl in the pro-lest
30