VIET NAM NATIONAL UNIVERSITY-HA NOIUNIVERSITY OF LANGUAGES & INTERNATIONAL STUDIES FACULTY OF POST – GRADUATE STUDIES ***************** EMPLOYING KAHOOT GAME TO IMPROVE FIRST YEAR Format
Trang 11.VIET NAM NATIONAL UNIVERSITY-HA NOI UNIVERSITY OF
LANGUAGES & INTERNATIONAL STUDIES FACULTY OF POST –
GRADUATE STUDIES *****************
NGUYỄN THỊ THƠM
EMPLOYING KAHOOT GAME TO IMPROVE FIRST YEAR
STUDENTS’ ENGLISH GRAMMAR ACCURACY:
AN EXPERIMENTAL RESEARCH AT AN ENGINEERING
UNIVERSITY IN THE NORTH VIETNAM
SỬ DỤNG TRÒ CHƠI KAHOOT ĐỂ TĂNG CƯỜNG ĐỘ CHÍNH XÁC
NGỮ PHÁP TIẾNG ANH CỦA SINH VIÊN NĂM NHẤT:
MỘT NGHIÊN CỨU THỰC NGHIỆM TẠI MỘT TRƯỜNG ĐẠI HỌC
KỸ THUẬT TẠI MIỀN BẮC VIỆT NAM
M.A Minor Thesis
Field: English Teaching Methodology Code: 8140231.01
Hanoi - 2018
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Trang 2VIET NAM NATIONAL UNIVERSITY-HA NOI
UNIVERSITY OF LANGUAGES & INTERNATIONAL STUDIES
FACULTY OF POST – GRADUATE STUDIES
*****************
EMPLOYING KAHOOT GAME TO IMPROVE FIRST YEAR Formatted: Font: 14 pt
STUDENTS’ ENGLISH GRAMMAR ACCURACY:
AN EXPERIMENTAL RESEARCH AT AN ENGINEERING
UNIVERSITY IN THE NORTH VIETNAM
SỬ DỤNG TRÒ CHƠI KAHOOT ĐỂ TĂNG CƯỜNG ĐỘ CHÍNH XÁC
NGỮ PHÁP TIẾNG ANH CỦA SINH VIÊN NĂM NHẤT:
MỘT NGHIÊN CỨU THỰC NGHIỆM TẠI MỘT TRƯỜNG ĐẠI HỌC
KỸ THUẬT TẠI MIỀN BẮC VIỆT NAM
Field: English Teaching Methodology Formatted: Font: 14 pt
Code: 8140231.01 Supervisor: Trần Thị Duyên, Ph.D
Hanoi - 2018
Centered
Trang 3I certify that this thesis is the result of my own research and the substance
of this thesis has not, wholly or in part, been submitted for a degree to any
other universities or institutions
Formatted: Font: Not
Trang 4First and foremost, I would like to express my deepest gratitude to my
supervisor, Dr Tran Thi Duyen for her invaluable assistance, constructive
criticism, and encouragement without which my thesis would not have
been accomplished
Secondly, I am thankful to all the lecturers and staff of the Post-Graduate
Department of University of Languages and International Studies, Vietnam
National University for their scientific knowledge, guidance and
enthusiasm during my course
My sincere thanks also go to my friend - Mrs Nguyen Thi Thu Ha and her
students for their substantial support for the data collection for this study
In addition, I would like to express my gratitude to my friend – Mrs Bui
Hong Van who helped me to proofread and edit my writing
Last but not least, I owe my deep thanks to my family and friends who
have helped and encouraged me while I was conducting the research
NGUYEN THI THOM
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Grammar learning plays an important role in second language acquisition
Games have been considered an effective tool for enhancing English
teaching and learning process The paper aims to study the use of Kahoot
game for enhancing the effectiveness of English teaching and learning
process at one University in Hanoi and investigate students’ attitude of
1st-year students toward Kahoot game at this University In order to conduct
the study, three data collection tools were employed: (1) tests, (2)
questionnaires and (3) interviews The research results show that the
employment of Kahoot game help improve the students’ grammar
accuracy In addition, most of the students indicated positive attitudes
towards the use of Kahoot game in English lessons and it seems that the
integration of Kahoot game could help increase the students’ learning
motivation It is hoped that the study can be a useful source of reference
for teachers and practitioners who are looking for ways to improve their
teaching of English language, especially English grammar, to support
Trang 6OF CONTENTS
DECLARATION OF AUTHORSHIP
ACKNOWLEDGEMENTS
ABSTRACT
LIST OF TABLES AND FIGURES
PART I: INTRODUCTION
PART 2: DEVELOPMENT
CHAPTER 1: LITERATURE REVIEW
1.1 Grammar
1.1.1 Definition of grammar
1.1.2 The roles of grammar in ELT
1.1.2.1 For-grammar perspectives
1.1.2.2 Against-grammar perspectives
1.1.3 The methods of teaching grammar
1.1.3.1 Grammar-Translation Method
1.1.3.2 Direct method
1.1.3.3 Audio-lingual
1.1.3.4 Communicative Language Teaching
1.2 Games
1.2.1 Definition of games
1.2.2 Advantages of games
1.2.3 When to use games
1.2.4.Review of previous related studies
1.5 Summary of the chapter
CHAPTER 2: METHODOLOGY
2.1 The English teaching at Engineering University
iv
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Trang 72.2 The current textbook Topnotch 2 (version 3) in use at Engineering
University and its grammar 19
2.3 Employing Kahoot games in teaching grammar 20
2.3.1 The background of Kahoot 20
2.3.2 Creation of quizzes in Kahoot 21
2.3.3 How to play Kahoot in the classroom 22
2.3.4 Effects of using Kahoot games to teach English Grammar 24
2.4 The setting of the study 27
2.5 The participants 28
2.6 Data collection instruments 28
2.6.1 Pre-test and post-test 28
2.6.1.1 Pre-test 28
2.6.1.2 Post-test 29
2.6.2 Survey questionnaire 30
2.6.3 Interview 30
2.7 Data collection procedure 31
2.8 Data analysis 31
2.9.Summary of the chapter 32
CHAPTER 3: RESEARCH RESULTS AND DISCUSSION 33
3.1 Test results 33
3.2 Questionnaire results 37
3.3 Interview Results 42
3.4 Discussion 45
PART 3: CONCLUSIONS AND IMPLICATIONS 48
1 Major findings 48
2 Limitations 49
3 Implications 49
4 Suggestion for further research 50
v
Trang 8REFERENCES 51
APPENDIX 54
2 Aim of the study 2
3 Research questions 2
4 Method of the study 2
5 Significance of the study 2
6 Structure of the thesis 3
1.1 Grammar 4
1.1.1 Definition of grammar 4
1.1.2 The roles of grammar in ELT 6
1.1.2.1 For-grammar perspectives 6
1.1.2.2 Against-grammar perspectives 7
1.1.3 The methods of teaching grammar 8
1.1.3.1 Grammar-Translation Method 9
1.1.3.2 Direct method 9
1.1.3.3 Audio-lingual 10
1.1.3.4 Communicative Language Teaching 11
1.2 Games 12
1.2.1 Definition of games 12
1.2.2 Advantages of games 13
1.2.3 When to use games 14
1.2.4.Review of previous related studies. 15
1.5 Summary of the chapter 16
2.1 The English teaching at Engineering University 18
2.2 The current textbook Topnotch 2 (version 3) in use at Engineering University and its grammar 19
2.3 Employing Kahoot games in teaching grammar 20
2.3.1 The background of Kahoot 20
2.3.2 Creation of quizzes in Kahoot 20
vi
Trang 92.3.3 How to play Kahoot in the classroom 21
2.3.4 Effects of using Kahoot games to teach English Grammar 22
2.4 The setting of the study 23
2.5 The participants 24
2.6 Data collection instruments 24
2.6.1 Pre-test and post-test 24
2.6.1.1 Pre-test 24
2.6.1.2 Post-test 25
2.6.2 Survey questionnaire 26
2.6.3 Interview 26
2.7 Data collection procedure 27
2.8 Data analysis 27
2.9.Summary of the chapter 28
3.1 Test results 29
3.2 Questionnaire results 33
3.3 Interview Results 37
3.4 Discussion 40
1 Major findings 43
2 Limitations 44
3 Implications 44
4 Suggestion for further research 45
REFERENCES 46
APPENDIX 49
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ACKNOWLEDGEMENTS ii Text 1
vii
Trang 10LIST OF TABLES AND FIGURES x
PART I: INTRODUCTION 1
PART 2: DEVELOPMENT 4
CHAPTER 1: LITERATURE REVIEW 4
1.1 Grammar 4
1.1.1 Definition of grammar 4
1.1.2 The roles of grammar in ELT 6
1.1.3 The methods of teaching grammar 8
1.2 Games 12
1.2.1 Definition of games 12
1.2.2 Advantages of games 13
1.2.3 When to use games 14
1.3 Employing Kahoot game in teaching grammarError! Bookmark not defined. 1.3.1 The background of Kahoot Error! Bookmark not defined. 1.3.2 Creation of quizzes in Kahoot Error! Bookmark not defined. 1.3.3 How to play Kahoot in the classroom Error! Bookmark not defined. 1.3.4 Effects of using Kahoot game to teach English Grammar Error! Bookmark not defined. 1.4.Summary of the chapter 15
CHAPTER 2: METHODOLOGY 18
2.1 The English teaching at Engineering University 18
2.2 The current textbook Topnotch 2 (version 3) in use at Engineering University and its grammar 19
2.3 The setting of the study 27
2.4 The participants 28
viii Formatted: TOC 1, Tab stops: Not at 15,3 cm 2.5 Data collection instruments 28
2.5.1 Pre-test and post-test 28
2.5.2 Survey questionnaire
2.5.3 Interview
2.6 Data collection procedure
2.7 Data analysis
Trang 112.8.Summary of the chapter 32
CHAPTER 3: RESEARCH RESULTS AND DISCUSSION 33
3.1 Test results 33
3.2 Questionnaire results 37
3.3 Interview Results 42
3.4 Discussion 45
PART 3: CONCLUSIONS AND IMPLICATIONS 48
1.Major findings 46
2.Limitations 47
3.Implications 47
4 Suggestion for further research 48
REFERENCES 51
APPENDICES 54
APPENDIX I 54
APPENDIXII 60
APPENDIX III 64
APPENDIX IV: 66
ix
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Table 3.1: The pre-test results of the control and experimental group 34
Table 3.2: The post-test results of the control and experimental group 36
Table 3.3: Descriptive statistics for the pretest and post-test of the experimental and control groups (Max score = 100) 37
Table 3.4: Participants’ attitudes towards Kahoot (percentage) 38
Table 3.5: Means of five dimensions 41
Figure 2.1: Research procedure 32
Figure 3.1: Student’s attitudes towards the Kahoot game by mean 42
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spelling and grammar
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spelling and grammar
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x
PART I: INTRODUCTION
1 Rationale
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English has become an
Trang 13important mean of international communication and an essential tool for
international integration Therefore, the demand for learning English is increasing,
especially in Vietnam where English is one of
the main subjects at school, and among the compulsory subjects of the entrance
exams to a number of universities At Engineering University, the teaching and
learning of English play an important part in the educational program In
particular, students will not be allowed to learn their major subjects if they do not
meet the requirement in terms of English proficiency To facilitate English
learning, students and teachers are equipped with good learning condition and
various technological devices such as fast and reliable internet access in the
classroom, laptops for individual students and teachers, projectors, speakers, etc
Given the importance of English to their study, most of the students are trying
their best to learn English However, many students claim that they feel bored
with grammar lessons and do not spend time on learning them because the
structures, tenses are difficult for them to remember In the search for an effective
method to help students learn English grammar, the researcher found that Kahoot
game has the potential to help students learn English grammar well; especially
the game can help students consolidate and memorize the structures and their
usage Taken into consideration the good teaching and learning facilities at
Engineering University as well as the students’ learning needs, the researcher
believes that employing Kahoot game could be a workable solution for the
teaching of English grammar there Thus, the researcher decided to conduct a
research on the issue The research is entitled “Employing Kahoot game to
improve
first-Formatted: Font: Not Bold
1
year students’ grammar accuracy: An experimental research at an Engineering
University in North Vietnam”
2 Aim of the study
The study aimed to investigate:
the effects of Kahoot game on first year students’ English grammar
accuracy
students’
attitudes toward the use
of Kahoot game in the English grammar class
3 Research questions
The research is carriedout with an attempt tofind out the answer tothe following researchquestions:
Trang 143.1 What are the effects of Kahoot game on first year students’ English grammar
accuracy?
3.2 What are students’ attitudes toward the use of Kahoot game in the English
grammar lessons?
4 Method of the study
This study will be an experimental research The researcher will use three types of
data collection tools: Pre-test and post-test to measure the effects of Kahoot game
on students’ grammar accuracy and survey questionnaires and interviews to
investigate the attitude of the student toward the Kahoot game To protect the
confidentiality of the university and participants, a speudoname is used this study
instead of the real name of the university and participants are numbered from S#1
to S#25 for both control and experimental groups
5 Significance of the study
The study is significant in terms of the research results and the research design
employed Since improving the effectiveness of English language teaching and
learning has become one of the major concerns for English
Trang 15language teachers, researchers and policy makers, the findings of the study
will contribute significantly to the field of English language teaching.The
study can be used as a reference for teachers and practitioners who are
searching for an effective way to teach English grammar In addition, the
experimental research design employed in the study could also be used as a
reference for teacher researchers who would like to carry out research in their
own educational contexts
The thesis is organized as follows:
PART I: INTRODUCTION - introduces the rationale; aims of the study;
research questions; methods of the study; significance of the study; and the thesis
structure
PART II: DEVELOPMENT – the main part of the study, consists of three
chapters: Chapter 1: LITERATURE REVIEW– reviews and presents relevant
theories and studies to the study Chapter 2: METHODOLOGY – describes
the setting of the study, the participants, the research questions, methods, and
instruments Chapter 3: RESEARCH RESULTS AND DISCUSSION –
presents an analysis of the data and discusses the findings of the study PART
III: CONCLUSIONS AND IMPLICATIONS
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Trang 16PART 2: DEVELOPMENT CHAPTER 1: LITERATURE REVIEW
Concerning the terms “grammar”, several researchers have attempted to
define it Apparently, depending on one’s theoretical orientation, different people
define grammar differently
The Longman Dictionary of Contemporary English (as cited in Harmer, 1987,
p.1) defines grammar as “the study and practice of the rules by which
words change their forms and are combined into sentences.” There are two basic
elements in this definition: the rules of grammar; and the study and practice of
the rule Here grammar constitutes a subset of rules relating to word
formation (morphology) and sentence formation (syntax) While
Huddleston (1984) shares a similar view when seeing grammar as
consisting of morphology and syntax According to him, morphology deals
with forms of words while syntax deals with the ordering of the words to
form sentences As can be inferred from two definitions above, grammar is
conventionally seen as the study of morphology and syntax of sentences
Cobbett (1984) regards grammar as “constituting rules and principles that
help a person to make use of words or manipulate and combine words to give
meaning in a proper manner It concerns with form and structure of words and
their relationships in sentences” In addition, Fromkin and Rodman (1998)
defined “ The sounds and sound patterns, the basic units of meaning such as
words and the rules to combine them to form new sentences constitute the
grammar of a language”(p.14) There are several similarities between the two
above-cited definitions The first thing is that according to these authors,
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4
Trang 17grammar is assumed to be a guide through which words are put together to
make correct sentences Secondly, grammar is composed of rules not only
relating to word formation (morphology) and sentence formation (syntax)
but also concerned with the meaning of the sentence (semantics) and the
sound system (phonology) within a language However, one drawback that
all four definitions above (in both the first and categories) have in common
is that grammar has been concerned almost exclusively with the analysis at
the level of the sentence I am in favor of Widdowson (1990) with the
claim that “grammar is not just a collection of sentence patterns signifying
nonsense” (p.81)
Besides, for Thornbury (1999), grammar does not just rule on how to combine
words at the sentence level, but it also takes into account the role of context
in which a sentence is made He says that “when we process language we are not
only trying to make sense of the words and the grammar, we are also trying to
infer the speaker’s (or writer’s) intention” (p 6) Moreover, Hughes and
McCarthy (1998) view grammar as discourse, not as the sentence and coined
the term discourse grammar They argued that “grammatical statements
that do not take account of such contextual features are inadequate and
unable to support grammar teaching effectively.” (p.265)
For the purpose of the study, I use the definition of Richards, Platt, and Platt
(1992) in their Longman Dictionary of Language Teaching & Applied
Linguistics:
Grammar is a description of the structure of a language and the way in which
linguistic units such as words and phrases are combined to produce
sentences
in the language It usually takes into account the meanings and functions
these sentences have in the overall system of the language It may or may
not include the description of the sound of a language (p.161)
5
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Trang 18In this definition, grammar is viewed as descriptive, which refers to the Formatted: Font: Not Bold, Not
structure of a language as it is actually used by speakers and writers Italic
Moreover, this definition shows both linguistic and social features of
grammar as it refers to not only rules to make correct sentences but also
meanings and functions of such sentences in the language, which is necessary
for the teaching and learning of foreign language
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Not
an issue of controversy According to Richards (2002), it is “perhaps the most Italic
controversial issue in language teaching” (p.145) Thornbury (1999) asserts
that “in fact, no other issue has so preoccupied theorists and practitioners as
the grammar debate, and the history of language teaching is essentially the
history of the claims and counterclaims for and against the teaching of
grammar” (p.14) The debate has brought about an extreme split of
attitudes, namely, those who hold that grammar should receive a central
attention in language teaching and those who hold that grammar should not
be taught at all
1.1.2.1 For-grammar perspectives
Many scholars in the field of language teaching and learning emphasize the
role grammar plays in language learning For instance, Savignon (1991), one
of the leading advocates of communicative language teaching, emphasizes
that “communication cannot take place in the absence of structure, or
grammar” (p 268) In agreement with Savignon, in their communicative
competence model, Canale and Swain (1980) clearly view grammar as one
component of communicative competence and without grammar, learners can
communicate effectively only in a limited number of situations
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6
Trang 19After reviewing ideas on the role of grammar teaching, Nunan (1991) came to
a conclusion that "grammar exists to enable us to 'mean', and without grammar it is
impossible to communicate beyond a very rudimentary level.” Furthermore, Wilkins
(as cited in Nunan, 1991, p 152), one of the architects
of communicative approach to language teaching, also points out that
“acquiring the grammatical system of the target language is of central
importance, because an inadequate knowledge of grammar would severely
constrain linguistic creativity and limit the capacity for communication”
The list of supporters of grammar is still going on Long and Richards (1987)
assert that grammar plays a central role in the four language skills and vocabulary to
establish communicative tasks Brown (2007) points out that “grammatical
competence occupies a prominent position as a major component of communicative
competence” (p 348)
For Palmer (1984), the central part of a language is its grammar, and this
should be of “vital interest to many scholars in the field of language teaching and
learning emphasize the role grammar plays in language learning For instance,
Savignon (1991), one of the leading advocates of communicative language teaching,
emphasizes that “communication cannot take place in the absence of structure, or
grammar” (p 268) In agreement with Sauvignon, in their communicative intelligent
educated person If it has not been of such interest, then the fault must be in the
failure to recognize its importance within this essentially human activity”(p 9)
1.1.2.2 Against-grammar perspectives
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Due to the fact that many language learners know the grammar rules of a
language well, but they cannot communicate effectively in that language (Hinkel &
Fotos, 2002), several scholars do not believe that grammar teaching will have any
impact on communicative purposes and therefore
7
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neglect it.Prabhu
Trang 20(1987), for example, believes that the development of competence requires the
creation of conditions in which learner engage in an effort to cope with
communication, not a systematization of planned grammatical input
The strongest advocate of this view is Krashen (1983, 1987), who is famous
for his learning and acquisition hypothesis and his Monitor theory Based on
his learning and acquisition hypothesis, Krashen argues that from learning the
learners obtain conscious knowledge of grammar which is not responsible for
actual L2 performance On the other hand, the acquisition is the underlying
process which is responsible for the actual performance and this can only
happen unconsciously through natural exposure to comprehensible inputs
What’s more, according to his Monitor theory, consciously-learned grammar
can only function as monitoring and monitoring overuse will only disturb the
flow of production Consequently, this grow-up holds that formal and
conscious study of grammar should be strongly rejected if the objective of
learning the language is productive competence However, Krashen has
received many strong criticisms from other researchers as his acquisition
theory seems to be merely based on his own observation without supporting
evidence
In conclusion, grammar plays a very important role in language teaching, even
though there was a time when grammar was severely rejected, but as Richards
(2002) says, in recent years grammar teaching has regained its rightful place in the
language teaching and “grammar is too important to be ignored” (p 145) Therefore,
the debate is now not on whether grammar competence is important but rather on
how to teach grammar
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Along the history of language teaching methodology, different teaching
methods have perceived grammar differently, especially its role and its
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Trang 21teaching methods In this study, the researcher intends to present the teaching
of grammar in four major teaching methods, namely the Grammar-
Translation method, Direct Method, Audio-lingual Method, and Communicative
Language Teaching approach 1.1 34 1 Grammar-Translation Method
The Grammar-Translation Method derived from traditional approaches to the
teaching of Latin and Greek in the nineteenth century This method used grammar
as the starting point for instruction The class under this method began with explicit
grammar rules presentation, followed by practices involving translation into and out
of the student’s mother tongue (grammar is taught deductively) Students’ native
language is the language of instructions and mistakes and errors must be avoided at
any cost The syllabus used was
the structural syllabus Richards and Rogers (2002) Briefly, in this method
grammar is considered essential in foreign language teaching and there is an
attempt to teach it in an organized and systematic way The best point of this
method is that it helps learners produce grammatically correct sentences and is
easily used in large-sized classes; however, learners taught with this method
find it difficult to communicate in real life and tend to be passive recipients of
knowledge
1.1 34 2 Direct method
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The Direct method emerged to challenge the way the Grammar-Translation
Method focused exclusively on written language The basic premise of the Direct
Method was that one should attempt to learn a second language in much the same
way children learn their first language The method emphasized oral interaction,
spontaneous use of language, no translation between first and second languages, and
therefore rejected explicit grammar
9
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teaching
Grammar is
Trang 22taught inductively in the target language by asking and answering questions
between teachers and students in small and intensive classes Richards and
Rogers(2002) An advantage of the Direct method is that learning in the target
language enables students to think in the target language Besides, it may be
advantageous for a teacher using this method not to know his students’ native
language However, the complete avoidance of students’ native language may
lead to the misunderstanding of rules and frustration from students
1.1 34 3 Audio-lingual
Evolving from the work of structural linguists and behavioral psychologists,
the Audio-lingual approach proposes that language performance consists of a
set of habits in the use of language structures and patterns Grammar is taught
inductively with little or no grammatical explanations Dialogues and drills
form the basis of audio-lingual classroom practice After a dialogue has been
presented and memorized, specific grammatical patterns in the dialogue are
selected and become the focus of various kinds of drills and pattern-practice
exercises The focus of instruction rarely moves beyond the sentence level
Celce-Murcia(1991) It is important to prevent the learner from making errors
because errors lead to the formation of bad habits When errors occur, they
should be corrected immediately by the teacher The strong point of this
method is that students can develop listening and speaking proficiency at the
same time they learn new structures; however, the explicit use of the target
language often leads to time-consuming and students might get bored with
mechanical repetition or become well-trained parrots
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1.1 34 4 Communicative Language Teaching
Communicative Language Teaching (CLT), which views language as an
instrument of communication, has been the dominant language teaching
methodology since the mid-1970s There exist two versions of CLT: weak version and the strong version The weak version ofCLT argues that an
Trang 23explicit focus on forms has an important –but not primary- role to play in second
language learning and aims at using grammar and vocabulary to achieve
communicative goals Whereas, the strong version of CLT rejects grammar teaching
when they argue that attention to forms is not necessary; learner can acquire an
implicit understanding of grammar by using the language in a system of meaningful
tasks Concerning the teaching of grammar, Celce-Murcia (1988, p.27) introduces
four stages of a grammar lesson in the light of CLT: Presentation, Focused practice,
Communicative practice, and Teacher feedback and correction In the presentation
stage, a grammar structure is introduced inductively or deductively In the focused
practice, the learners manipulate the structure in question so as to gain control
of the form for communication The next stage is communicative practice in
which learners practice the target structure by engaging in communicative
activities such as information gap, role-play, discussion… Although teacher
feedback and correction is the final stage, it must take place throughout the
lesson as Celce-Murcia (1988, p.28) states that “during the second part of the
lesson, correction should be predominantly straightforward and immediate
During the third part, however, communication should not be interrupted
Instead, teachers should take not of errors and deal with them after the
communicative exercises.”
Despite the wide-ranging discussion on different modifications, until now CLT
is considered as the most popular and favored approach to English
11
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language teaching
In CLT, Kahootgame should beemployed in thethree last of the four
Trang 24stages in the introduction of CLT After the presentation of the grammar
lesson, students can play Kahoot game to practice the rules of grammar
immediately follow the teacher’s instruction, they also can communicate with
each other to discuss in each team mode However, the teacher does not need
to give feedback to students or correct their errors thanks to the automatic
According to Byrne (1995) gives the definition of games as a form of play
governed by rules They should be enjoyed and fun They are not just a diversion, a
break from routine activities, but a way of getting the learner to
use the language in the course of the game Similarly, Hadfield (1990) defines
games as "an activity with rules, a goal and an element of fun." Another
definition comes from Saricoban & Metin (2000) saying that games are
organized according to rules and they are enjoyable
The main focus of using a game in class is to help students learn and have fun
However, to use games in classrooms, it is equally important that before playing the
rules of the games are clearly explained and well understood by the students There
should be only a few, well-explained rules
Demonstrations also can be very helpful because it can help students
understand the game and help them follow the rules In contrast, they will
misunderstand the purpose of the game and they may not get the benefits they
should from the game
When playing games, competition is very important because it can stimulate
and encourage students to take part in the activity naturally, they desire to beat the
other teams Therefore, games motivate learners to acquire knowledge
12
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Trang 251.2.2 Advantages of games
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Though games are often associated with fun, we should not lose sight of their
pedagogical values, particularly in second language teaching Richard-Amato (1996)
said Games are effective because they provide motivation, lower students' stress,
and give them the opportunity for real communication
When playing games, students are trying to win or to beat other teams for
themselves or on the behalf of their team in a natural way Therefore,they are
so competitive while playing because they want to have a turn to play, to score
points and to win.The students will definitely participate in the activities in the
class,then the teacher is able to introduce students to new ideas, grammar, and
knowledge and so on For instance, students are so competitive that they want
to finish first and win in the dictation game It can be clearly seen that games
can attract students' attention and participation, so they can motivate students
to want to learn more Therefore, it is conclusion that they can transform a
boring class into a challenging one
There is a high level of stress in the classroom because students have to face
unfamiliar or unknown grammatical structures, words, texts and so forth Therefore,
students often feel uncomfortable and insecure in class, which inevitably affects
their ability to learn As a result, games can help lower their anxiety, make them feel
comfortable, and want to learn more
Since students play games, they relax and have fun, thus they are playing
games and want to communicate efficiently They even do not worry about making
mistakes and do not try to correct themselves in every single sentence.Therefore,
students are free from worry and stress, they can improve their fluency and natural
speaking styles
Lee (1995) states several advantages when games are used in the classroom,
including “a welcome break from the usual routine of the language class”,
“motivating and challenging”, “effort of learning”, and “language practice in
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Trang 26various skills”.Lee (1995) states several advantages when games are used in
the classroom, including “a welcome break from the usual routine of the
language class”, “motivating and challenging”, “effort of learning”, and
“language practice in various skills”
While Kahoot game are also proved its effectiveness through two studies like
Jemima and el (2017) concluded that “Kahoot game in English language classroom
helps to cultivate positive attitudes, increase motivation level of participants,
stimulate better perceptions and expectation of learners towards future English
classrooms, healthy competition, fun, and enjoyable learning environment”, and
Wang (2015) claimed that: “Kahoot game enhanced the interaction between the
teacher and students, as well as boost the students motivation, engagement, and
learning”
In short, with so many advantages games are of course an effective tool in
language classrooms, as well as, Kahoot game has positive impacts on teaching and
learning English in two above study
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It is necessary for those who want to use games as a learning aid to be
concerned about how to use them Hadfield (1990) suggests that "games should be
regarded as an integral part of the language syllabus, not an amusing activity for
Friday afternoon for the end of the term." Games can contribute to students' skills if
they are incorporated into the classroom, particularly if they are used to reinforce or
introduce a grammatical rule or structure
Carrier (1980) says that games can be used to open or close a lesson in a
stimulating way, to punctuate a lesson, to relieve tension after a test or at any time
that teachers feel appropriate Byrne (1980) advises not to play a game at the
beginning of the conversation period and save the game for the use in the
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14
Trang 27middle or toward the end of the session when the students would welcome a
change of pace He also reminds that teachers should stop playing a game
before students are ready to quit In other words, teachers never have a game
played for so long that it begins to bore the participants Similarly, games
shouldn’t be played too often since this will cause it to lose its novelty
Undoubtedly, games are very effective in language teaching and learning with
a lot of advantages such as giving the fun, reinforcing motivation, improving
proficiency and corporation, etc The difficult task for teachers is how to choose
the suitable type of game, the appropriate time to play it as well as the opportunity
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1.2.4.Review of previous related studies.
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The roles of games and its effectiveness in English language teaching have Formatted: Font: 14
pt been the subject of many studies First, Gülin & Arda (2011) conducted a
survey research on the application of games in teaching grammar Using data
collected from EFL learners at the age of six, this study pointed out that
games can direct young learners into language learning It is because they are
imaginative and creative, learn subconsciously and like to be physically
active Instead of exploring general games like the above study, Tengku &
Rahmah (2012) examined the effectiveness of board games in teaching and
learning grammar Analyzing data from 115 students in the UiTM Pahang,
this research project asserted that board games can be a useful teaching tool
to be used in grammar lessons because there are many positive outcomes
such as it motivated students to study grammar, helped to improve grammar
and helped students to remember grammar rules The result of this study is
confirmed by the experimental research caried out by Hoang & Pham (2017)
on the relationship between board games and the retention of EFL students in
15
Trang 28learning English grammar It proved that board games is beneficial to learners’
grammar retention
The development of technology so far has led to the application in teaching and
learning English Hamid, Fateme & Maryam (2014) studied the relationship
between online games and vocabulary learning of Iranian EFL students Using
experimental research, this study proved that online games help students learn
English vocabulary more effectively like remembering words quicker and longer
Regarding the use of Kahoot game, Jemima and el(2017) investigated students’
perceptions of Kahoot in learning English Employing action research design to
collect data from nine participants of a primary school in a rural area in Southern
Malaysia, this study showed that Kahoot game in English language classroom
helps to cultivate positive attitudes, increase motivation level of participants,
stimulate better perceptions and expectation of learners towards future English
classrooms, healthy competition, fun, and enjoyable learning environment and
actively communicating learners by mastering the required targeted language
In short, the studies above show that games seem to be an effective tool in
teaching English to learners of different age However, few research has been
carried out to investigate the impact of using Kahoot on students’ grammar
retention in the context of Higher Education in Vietnam Thus, the present study
was conducted with the aim to see whether Kahoot game has positive effects on
first year students’ grammar accuracy at Engineering University
1.5 Summary of the chapter
In this chapter, the researcher has presented a number of issues related to the
research questions These include the definitions of grammar, the roles of
grammar in language teaching, two approaches to grammar teaching, four
approaches to grammar instruction as well as the teaching of grammar in
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Trang 29some teaching methods In addition, Games theoretical (definition ofgames,advantages of games, time to use games in class) is also introducedcarefully above This literature review serves as the theoretical framework forthe researcher to build up two sets of tests, questionnaires, and interview, then
to analyze the data collected as well as to answer two research questions foremploying Kahoot game to teach grammar at Engineering University Thenext chapter will provide the readers with the information about the contextand methodology of the study
17
Trang 30CHAPTER 2: METHODOLOGY
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Centered
This study will be an experimental research The researcher will use three Formatted: Font: NotBold
types of tool collections: Pre- and post-tests to measure the effects of Kahoot
games on students' grammar accuracy, survey questionnaire and interview to
investigate the attitude of students toward the game Data will be collected
and analyzed statistically through students' test results, survey
questionnaires
and interview The aim of the study was carried out to answer two questions:
2.5.1 What are the effects of Kahoot game on first-year students’ English Formatted: Font: NotBold
grammar accuracy?
2.5.2 What are students’ attitudes toward the use of Kahoot game in the Formatted: Font: NotBold
English grammar lessons?
2.1 The English teaching at Engineering University Formatted: thom1
Engineering University was established on September 8th, 2006 with
Vietnamese Prime Minister's Approval The mission it pursues is to build a
model of an innovative University which meets international standards and
has modern philosophy There is a balance between training and practical
life
and national labor demand, contributing to boosting Vietnam Information
Technology to catch up with developed countries in the world
The difference of The Engineering University is to focus on training
engineers It means that training is embedded in IT enterprises, practices,
research, implementations and innovative technology.In accordance with
modern methodology, the teaching programs have always been
updated and upheld technological and international standards,
especially with an emphasis on foreign languages, manufacturing
process, and group dynamics and other personal skills Needless to
say, English plays an important role among a variety of/ various
subjects at Engineering University
Trang 3118
Trang 32After passing the University entrance exam, it is compulsory for students at Formatted: Font: Not Bold
Engineering University to participate in an English placement test The test
helps categorize students’ level of English at the time they enter the university
and divide them into suitable English classes Five levels of students are
divided equally with the textbooks Topnotch 1, 2, 3 (Elementary,
Pre-intermediate, Intermediate) and Summit 1, 2 (Upper-Pre-intermediate, Advance)
by Joan M Saslow and Allen Ascher that have been used to teach English
skills at Engineering University.The lowest-English-level students using the
textbook Topnotch 1, and the highest levels are taught with Summit 2 Each
course includes 70 English lessons (equivalent to 140 class hours) and lasts 8
weeks After each course, students sit for an English test and if their
accumulated grades meet the requirements, they can move to study the next
English course
2.2 The current textbook Topnotch 2 (version 3) in use at Engineering Formatted: thom1 University and its grammar
In 2006, the six-level textbooks Top Notch by Saslow and Ascher (2006) Formatted: Font: Not Bold
published by Longman Publisher.The books Topnotch 1, 2, 3 are chosen to be
the most authentic and updated material that the Faculty of English has
bought to meet the demand of teaching and learning English at
EngineeringUniversity to some extent These textbooks help students
communicate in English with a diverse array of speakers around the world
who have a wide range of native and non-native accents An emphasis on
cultural fluency enables students to navigate the social, travel, and business
situations that they will encounter in their lives
In these textbooks, besides 4 skills listening, speaking, reading and writing, Formatted: Font: Not Bold
they also supplemented vocabulary and grammar which is chosen to be
studied in this thesis The chosen textbook in the present study is level of
19
Trang 33English Top Notch 2 (Pre-intermediate) and the grammar content is taught in this
book because the level of students is not too low or too high Therefore, the level
2 is considered to be suitable for this experimental research
In addition, the Top Notch 2 Student's Book version 3rd and Workbook Pack are
also used to provide students with multiple exposures to English language use,
numerous opportunities to practice, and systematic and intensive recycling
Goals and achievement-based lessons with can-do statements enable students to
confirm their progress in every class session
2.3 Employing Kahoot games in teaching grammar
2.3.1 The background of Kahoot
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Kahoot is a game-based student response system being a result of the Lecture
Quiz research project initiated in 2006 at the Norwegian University of Science and
Technology
The first version of Lecture Quiz was developed on the Java platform both for the
teacher client (Java SE) and the student clients (JavaME) With the development of
smartphones, we replaced JavaME with an HTML4 web-interface for the student
clients (Wang et al., 2007)
In fall 2012, the start-up company Mobitroll developed a commercial version of
Lecture Quiz from the ground up, which was named Kahoot Kahoot was developed as
a cloud-based service HTML5 to integrate easily with social media, enabling easier
maintenance and upgrade, and offering support for most digital devices
Kahoot is a game-based student response system being a result of the Lecture
Quiz research project initiated in 2006 at the Norwegian University of Science and
Technology The initial idea for Kahoot was to create a platform where the teacher and
the students in a classroom could interact through a competitive knowledge game
using the existing infrastructure The motivation
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through
Trang 34transforming the classroom into a game show, where the teacher would be the
game show host, and all the students could compete by earning points through
answering correctly on various questions related to the current subject being
taught At the end of a game session, a winner would be announced Thee
quizzes can be created by the teacher, and there is no limitation on the number of
simultaneous players
The first version of Lecture Quiz was developed on the Java platform both for the
teacher client (Java SE) and the student clients (JavaME) With the introduction of
smartphones, we replaced JavaME with an HTML4 web-interface for the student
clients (Wang et al., 2007) It was hard to get teachers
to use the Lecture Quiz prototype due to the requirement of installing Java as
well as installing of a Java graphics library and the Lecture Quiz software
Another challenge was the cumbersome interface to create and edit quizzes
Apart from these technical issues, the Lecture Quiz platform produced promising
results when being used in lectures in terms of improved student motivation,
improved student engagement, and increased perceived learning (Wang et al.,
2008; Wu et al., 2011)
In fall 2012, the start-up company Mobitroll developed a commercial version of
Lecture Quiz from the ground up, which was named Kahoot Kahoot was developed as
a cloud-based service providing HTML5 web-interfaces removing the need to install
software, making it much easier to integrate with social media, enabling easier
maintenance and upgrade, and offering support for most digital devices
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Not Italic
2.3.2 Creation of quizzes in Kahoot Formatted: thom2
The Kahoot platform includes a web-based creator tool that let you create a quiz,
a discussion or a survey through a simple step-by-step guided process A
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21
Trang 35question has a time limit for students to answer the question (from 5 to 120
second)
The quiz creator also re-organize the sequence of the questions, make it private
or public, and add meta-information about the quiz such as language, primary
audience, description, difficulty level, and tags
Moreover,Kahoot is the ability to share quizzes with other teachers either directly
within the tool or through Facebook, Twitter, Google+, email Users
do not have to create their own quizzes to use Kahoot, as they can search and
browse through a large number of public quizzes created by others and modify
suitablely with their own quiz
The Kahoot platform includes a web-based creator tool that let you create a quiz,
a discussion or a survey through a simple step-by-step guided process A question in a
quiz can have two to four answers where one or more can be correct, it has a time limit
for students to answer the question (from 5 to 120 second), a choice whether the
students can earn points or not on the question
The creation tool also let the quiz creator re-organize the sequence of the
questions, make it private or public, and add meta-information about the quiz such as
language, primary audience, description, difficulty level, and tags
Another important feature of Kahoot is the ability to share quizzes with other
teachers either directly within the tool or through Facebook, Twitter, Pinterest,
Google+ or email Users do not have to create their own quizzes to
use Kahoot, as they can search and browse through a large number of public quizzes
created by others The functionality of duplicating existing quizzes makes it easy to
use a public quiz as a starting point for their own modified quiz
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Firstly, in order to use Kahoot in a classroom, the teacher has to launch Kahoot in
a web-browser on her or his laptop which must be connected to a
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22
projector.It is important that
Trang 36all the students are able to clearly see what is being displayed on the teacher's
laptop
Secondly,the students are asked to open the kahoot it in a web browser on their
own devices.The students are not needed to have an account to play Kahoot and they
must enter a game pin followed by a nickname to join the game
While playing the quiz, the question along with the answers is shown on the large
screen, and the students click/press the same color and symbol as the answer they
believe is the correct one On the screen, a timer will count down to zero as well as the
number of students that have answered is shown
When the time to give answers is up, a distribution of the students' answers is
shown on the large screen At the same time, the students get individual feedback on
how they have answered on their devices A scoreboard of the
top 5 students with points and nicknames is shown between questions Every
student can also follow her or his own score and ranking on own device
Last but not least,the students have to answer correctly as well as fast to get a
high score.To create suspension and the atmosphere of a game show, music and sound
effects are used in Kahoot
To use Kahoot in a classroom, the teacher has to launch Kahoot in a web-
browser on her or his laptop (or another digital device) which must be connected to a
large screen It is important that all the students are able to clearly see what is being
displayed on the teacher's laptop On the launch screen, the students are asked to open
the URL kahoot it in a web browser on their own devices The students are not
required to have an account to play Kahoot To enter the game, they must enter a game
pin (a number) followed
by a nickname When playing the quiz, the question along with the answers is
shown on the large screen, and the students click/press the same color and
symbol as the answer they believe is the correct one On the screen, a timer will
count down to zero as well as the number of students that have answered is
shown
When the time to give answers is up, adistribution of the students' answers is shown on the large screen At the same time, the students get
Trang 37individual feedback on how they have answered on their devices The distribution of
the students' answers gives the teacher feedback on the students understanding of
the question and open for a good opportunity to elaborate on the question and the
answers A scoreboard of the top 5 students with points and nicknames is shown
between questions Every student can also follow her or his own score and
ranking on own device To get a high score, the students have to answer correctly
as well as fast Music and sound effects are used in Kahoot to create suspension
Not Italic
2.3.4 Effects of using Kahoot games to teach English Grammar Formatted: thom2
When applying Kahoot game on teaching grammar to students, there can be five
positive effects namely increase of motivation and engagement in the classroom,
synchronous self-assess students and feedback teacher, exciting atmosphere in the
team mode, automatical calculation points of correction and time and excellent tool of
revision
Firstly, the overall consensus was that it absolutely increases motivation and
engagement in the classroom.When the students are urged to take part in the game,
they can not sit quietly and be abstracted during the music of the game ring and other
students are excited to compete in the game to become the winner
Secondly, Students find Kahoot very interesting as it is a way for them to self-
assess their level of understanding in a Q&A session after doing a kahoot.That way,
students can immediately ask any answers and teacher will
Formatted: Font: Not Bold,
Trang 38it’s also a great way to give feedback to teachers If lots of students answer a
question wrong, then the teacher might not have explained it thoroughly enough
Thirdly, another reason both students and teachers love using Kahoot is that it
creates such a great atmosphere.The grammar explanations can be considered very dry
and almost abstract.It’s not everyone’s favorite topic and Kahoot makes it more
relaxed Especially, in the Kahoot team mode, the teacher divides students into
different teams and they can move around to discuss the best answer.It seems a great
way to make them feel excited
Fourthly, there is no energy of teacher to calculate the results of the players and
the results are fair with detail points of correction and fast After each question, the top
5 students with points and nicknames is shown on the teacher’s screen, other students
can also follow her or his own score and ranking on own device Thanks to Kahoot
game, the teacher is able to save their time correct the results at home and find the
earliest winner
Lastly, Kahoot is a great tool to assess students’ prior knowledge and revision At
the beginning of a new unit, the teacher tends to make a kahoot
on the topic That way, during the first lesson, the teacher will get a feeling of
how much is already known by students, as it gets all my students motivated and
excited, which pores over into the next activity At the revision module, the
students have to revise and consolidate their knowledge about previous lessons,
the mixture of complex structures are welcomed interestingly through Kahoot
game
In conclusion, five pros impacts of Kahoot game on the English grammar lessons
are shared by previous kahoot users Even Kahoot game could have more advantages
with other learners as well as other classrooms and other skills
When applying Kahoot game on teaching grammar to students, there can be five
positive effects namely increase of motivation and engagement in the classroom,
synchronous self-assess students and feedback teacher, exciting atmosphere in the
team mode, automatical calculation points of correction and time and excellent tool of revision
Firstly, the overall consensus was that it
Trang 39absolutely increases motivation and engagement in the classroom Because the
students are urged to take part in
the game, they can not sit quietly and be abstracted during the music of the game
ring and other students are excited to compete in the game to become the winner
Secondly, Students find Kahoot very interesting as it is a way for them to self-
assess their level of understanding in a Q&A session after doing a kahoot That way,
students can immediately ask any misunderstandings and teacher will clarify wonders
or go over a specific subject again if necessary On the flipside, it’s also a great way to
give feedback to teachers If lots of students answer a question wrong, then the teacher
might not have explained it thoroughly enough
Thirdly, another reason both students and teachers love using Kahoot is that it
creates such a great atmosphere The grammar explanations can be considered very
dry and almost abstract It’s not everyone’s favorite topic and Kahoot makes it more
fun Especially, in the team mode, the teacher divides students into different teams and
asked them to use one computer per group to participate in the Kahoot The students
can move around to discuss the best answer while playing a kahoot seemed likes a
great way to make them feel excited
Fourthly, there is no energy of teacher to calculate the results of the players and
the results are fair with detail points of correction and fast After each
Trang 40question, the top 5 students with points and nicknames is shown on the
teacher’s screen, other students can also follow her or his own score and
ranking on own device Thanks to Kahoot game, the teacher is able to save
their time correct the results at home and find the earliest winner
Lastly, Kahoot is a great tool to assess students’ prior knowledge and Formatted: Font: Not Bold, Notrevision At the beginning of a new unit, the teacher tends to make a kahoot Italic
on the topic That way, during the first lesson, the teacher will get a feeling of
how much is already known by students, as it gets all my students motivated
and excited, which pores over into the next activity At the revision module,
the students have to revise and consolidate their knowledge about previous
lessons, the mixture of complex structures are welcomed interestingly through
Kahoot game
In the scope of this study, the researcher only discovers five pros impacts of Formatted: Font: Not Bold, Not
EngineeringUniversity In short, Kahoot game could have more advantages
with other learners as well as other classrooms and other skills
As mentioned above, the teaching and learning of English play an important Formatted: Font: Not Bold
part in the educational program at Engineering University The students
realized the importance of English to their study, most of them are trying their
best to learn English However, many students claim that they feel bored with
grammar lessons and do not spend time on learning them because the
structures and tenses are difficult for them to remember In researcher’s
observation, the Engineering students are smart and quick to learn everything
through media devices, hence Kahoot game is employed to be a solution for
English grammar teaching in a class for an experimental research.Two classes
27