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SKKN APPLYING QUIZIZZ IN LESSONS AND ITS EFFECTS ON EFL GRADE 11 STUDENTS’ MOTIVATION AND PARTICIPATION

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Tiêu đề Applying Quizizz in Lessons and Its Effects on EFL Grade 11 Students’ Motivation and Participation
Tác giả Duong Thi Thanh
Trường học Thanh Chuong 3 High School
Chuyên ngành Foreign Language and Literature
Thể loại graduation project
Năm xuất bản 2021-2022
Thành phố Thanh Chuong
Định dạng
Số trang 63
Dung lượng 2,38 MB

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NGHE AN EDUCATION AND TRAINING DEPARTMENT THANH CHUONG HIGH SCHOOL FOREIGN LANGUAGE – LITERATURE GROUP    APPLYING QUIZIZZ IN LESSONS AND ITS EFFECTS ON EFL GRADE 11 STUDENTS’ MOTIVATION AND PARTICIPATION Author: Duong Thi Thanh Group: Foreign Language and Literature Group Phone number: 0979 580 590 School year: 2021-2022 Thanh Chuong, April 2022 Applying Quizizz in Lessons and its Effects on EFL Grade 11 Students’ Motivation and Participation TABLE CONTENTS PART INTRODUCTION ….3 I Rationale II The Improvement of the Experience III The Scope of the Experience IV The Methodologies of the Experience PART 2: CONTENT I Literature Review The Definitions 1.1 The Definitions of Involvement 1.2 The Definitions of Motivation 1.3 The Definitions of Quizizz Literature Review and Related Studies 2.1 The Role of Technology and Games in Education……………………….6 2.2 Quizizz games’ effects on students’ motivation and active engagement…7 II Data The Treatment test The Questionnaire for Students 2.1 The Pre- Questionnaire for Students' Motivation 2.2 The Post- Questionnaire for Students' Motivation 2.3 The Pre- Questionnaire for Students' Participation 10 2.4 The Post-questionnaire for Students' Participation 11 The Questionnaire for Teachers 12 III Analyses and Evaluations 13 Factual Problems 13 Drawbacks 14 IV Solutions and Suggestions 15 Teachers 15 Page | Teaching Experience 2021-2022 Applying Quizizz in Lessons and its Effects on EFL Grade 11 Students’ Motivation and Participation 1.1 Roles 15 1.2 Characteristics 16 1.3 Self development 17 Students 17 Lessons 18 V Pedagogic, Scientific, Practical Characteristic and Novelty of the Experience 20 Pedagogic Characteristics 20 Scientific Characteristic 21 Novelty 22 3.1 Active Involvement Increase …………………………………… …….22 3.2 Motivation Increase ………………………………… 22 3.3 Stress Reduction for Students ………………………………………… 23 3.4 Game-based Learning……………………………………………………23 3.5 Home-Based Learning .23 Practical Characteristics 24 VI Results .24 The Treatment Test ….25 The Pre-questionnaire and The Post-questionnaire for Students …25 2.1 The Pre- questionnaire and Post-questionnaire for students’ motivation 25 2.2 The Pre-questionnaire and Post-questionnaire for students’ participation.28 PART 3: CONCLUSION 30 I Procedure 30 The techniques 31 Samples 36 Images of Students' activities in Classes 41 II Significance 51 III Suggestions 52 IV References 53 V Appendix 54 Page | Teaching Experience 2021-2022 Applying Quizizz in Lessons and its Effects on EFL Grade 11 Students’ Motivation and Participation PART 1: INTRODUCTION I RATIONALE The development of science and technology is dispensable to the world of education One of the most crucial factors that is affected is the Web-App used in the learning process The purpose of this experience is to reveal several positive effects of Quizgame namely Quizizz to students’ learning process These effects include level of students’ active participation and motivation Engaging students’ involvement in learning process is one of potentially decisive factors which leads successful lessons and plays an integral part in achievement in all of levels ranging primary schools to higher education Students’ engagement brings them tremendous opportunities to acquire knowledge from their mentors as well as their partners It is teachers’ observation about students’ participation, teachers can have a more accurate idea that what is the understanding level of students about the concept being taught (Maznevski 1996) Educators and scholars including Hashim, Yunus & Hashim, (2019) have recognized the significance of motivation in the learning process and Iaremenko (2017) claimed that motivation is accorded as one of the most powerful catalysts in ESL learning, in other words motivation is one of the key factors driving language learning success Motivated learners are regularly willing to work hard, add their own goals to those of the classroom, focus their attention on the tasks at hand, persevere through challenges, not need continuous encouragement, and may even stimulate others in the classrooms, promoting collaborative learning I have been teaching English at a high school for more than fourteen years and have been applying several updated methodologies in my various classes recently including MI-based lessons and mindmaps etc These methodologies are very useful in attracting students’ attention in learning process, however, they are not integrated engagement and motivation After a long time to try applying various ways in a wide range of classes, I explore one thing interesting that cannot only encourage students to participate in more actively but also motivate them is Quizizz App It is the reason why I have attempted to write this experience I would like to share my minor ideas about Quizizz App’s advantages for students’ participation and motivation in my classes II THE IMPROVEMENT OF THE EXPERIENCE Page | Teaching Experience 2021-2022 Applying Quizizz in Lessons and its Effects on EFL Grade 11 Students’ Motivation and Participation Using Quizizz in teaching and learning process has attracted the great interest of numerous educators as well as lectures and teachers on the worldwide scale However, at Vietnam’s state schools, the exploitation of potential of Quizizz in lessons seem to not be highly appreciated, particular schools in mountainous and remote areas like in my location Up to present, Quizizz seems to be one of the most effective solutions for learners’ engagement and motivation The activities gamified with Quizizz application regularly have a more positive impact on academic achievement and student engagement when compared to the other groups At the modern time, children both learn differently (Prensky, 2014) and prefer to learn the information that is useful, fun and relevant (Jukes & Dosaj, 2004) The requirement to know how this generation can learn better and what their preferred learning styles are (Arabaci & Polat, 2013) has emerged as a new educational issue (Campell, 2016) The education faced new challenges and lessons had to be redesigned based on the needs, preferences and orientations of digital natives in order to be successful in the 21st century (Prensky, 2001) Demirtaş & Kahveci, (2010) claimed that the approach which instructional activities designed based on student needs increased the success in education introduced the need for new methothology According to (Lee & Hammer, 2011 and Kumar & Khurana, 2012), the lack of student motivation to learn and student engagement in the instructional environment became a fundamental problem in modern education as a result of the digital revolution This difficulty cannot be solved by traditional ways and the motivation and engagement in learning cannot be achieved Quizizz application, one kind of gamifications could be effective on the improvement of learners’ motivation and engagement, should be introduced to the education system as a new approach In education, Quizizz application is a way of playing creative games with a wide range interesting lessons in classroom In an educational setting, Quizizz application supports the individuals to acquire the potential to develop critical thinking and multi-tasking, while training successful 21st century digital natives This application makes learning more entertaining, increasing the motivation of the students to learn and students acquire knowledge as well as lessons subconsciously Particularly, instant feedback capability of Quizizz using game elements such as scores, badges, rankings and rewards in Quizizz leads to student engagement in learning environment and enforces their behavior to reach their target III SCOPE OF THE EXPERIENCE Page | Teaching Experience 2021-2022 Applying Quizizz in Lessons and its Effects on EFL Grade 11 Students’ Motivation and Participation With the aim of discovering the effect of Quizizz games on EFL learners’ involvement and motivation , a survey was conducted to collect the needed data from the learners Forty four students of a high school in Nghe An province were involved in this study IV METHODOLOGIES The main methodology which was used in the project was experimental One class of high school students, in Thanh Chuong district was involved in the study The study is intended to measure students’ active involvement, motivation as well as to see benefits of Quizizz games with learners’ participation and motivation PART 2: CONTENT I LITERATURE REVIEW The definitions 1.1 Definitions of participation In Oxford Advanced Learner’s Dictionary, participation is defined is that the act of taking part in an activity or event, for example a show with lots of audience participation (p.1107) Sartika Andi Patau (2018) claimed that classroom participation requires to students interact in the classroom to indicate that they are learning and paying attention Beside that it also emphasis students attention to the teacher and peers to make sure they understand their questions or opinions so that they can express their thoughts and feeling to make sure their activity participation in the classroom and also in the lessons 1.2 Definitions of motivation According to Hamid Tohidi and Mohammad Meddi (2011), motivation is powering people to achieve high levels of performance and overcoming barriers in order to change Definitions of motivation were gleaned from a variety of psychology textbooks and reflect the general consensus that motivation is an internal state or condition (sometimes described as a need, desire, or want) that serves to activate or energize behavior and give it direction (Kleinginna and Kleinginna, 1981a) 1.3 Definitions of Quizizz Page | Teaching Experience 2021-2022 Applying Quizizz in Lessons and its Effects on EFL Grade 11 Students’ Motivation and Participation Quizziz is an online assessment tool that allows to teachers and students to create and use another’s quizzes online by typing codes of the quizzes With this online platform we can design the quizzes with music, pictures or video, many kinds of questions Quizizz is an Indian creativity software company headquartered in India, that creates and sells a gamified student engagement platform The software is used in class, group assignments, pre-test review, formative assessments and pop quizzes (From Wikipedia, the free encyclopedia) Literature Review of Related Studies In recent years, teachers, educators as well as scholars have been fully aware of the importance of motivation in the learning process According to Iaremenko (2017), motivation is considered as one of the most powerful catalysts in ESL learning There are two types of human motivation including intrinsic and extrinsic motivations Iaremenko (2017) also mentioned that intrinsic motivation is longlasting and self-sustaining, and it is personally driven by enjoyment, positive feelings, or interest However, extrinsic motivation is driven by external factors such as rewards, prizes, praise and compliments In the fact, there are not many students who possess intrinsic motivation, therefore, teachers should design the activities encouraging students’ extrinsic motivation and game-based lessons are one of effective methods to enhance learners’ motivation and participation 2.1 The Role of Technology and Games in Education Papadakis (2019) believed that as a part of the educational use of ICT, digital games can be learning tools, motivators and generators of curiosity and as a result an effective means of optimising student learning and performance in daily educational practice The positive relationship between learning and students’ engagement while using digital games has been confirmed by various independent studies over the years Digital games are gaining wide recognition as an effective way to create socially interactive and constructivist learning environments Many studies indicate that playing video games gives learners a ‘mental workout’ and the structure of activities embedded in computer games develops a number of cognitive skills (Giannakos, 2013) Moreover, numerous games use the same sorts of techniques we recognise as the pedagogical methodology, even though they were not designed that way deliberately Many educators realize digital games as powerfully motivating digital environments (Papadakis et al., 2014) because of their potential to enhance active student engagement and motivation in learning process (Hsu et al., 2017) as well as Page | Teaching Experience 2021-2022 Applying Quizizz in Lessons and its Effects on EFL Grade 11 Students’ Motivation and Participation an effective way to create socially interactive and constructivist learning environments (Chan et al., 2017) Yadollahi & Rahimi, (2011) considered that the presence of technological tools such as online quiz-games and web based learning in teaching and learning process has allowed a whole new world of exploration into the matter of teaching Williyam, Melor, & Azlina, (2016) added that games can aid and reassure learners to sustain their interest and work Games are believed to be helpful for teachers to provide useful and meaningful context in their teaching with the element of fun in it Therefore, the meaning of the second language will be more richly experienced, and better remembered 2.2 Quizizz games’ effects on students’ motivation and active engagement Gardner’s Motivation Theory has been providing numerous influences in the second language learning field for many years Gardner (2001) stated that motivation includes three elements including effort, desire and also positive affection Gardner (1985) stated that the role of orientations (integrative and instrumental) or goals is to intrigue motivation and drive it to achieve the goals Jemima et al (2017) and Williyam et al (2016) suggested that the utilization of games is effective in drawing students’ attention as well as motivation, because playing games provides social interaction with other learners in virtual environments Rankin, Morrison, McNeal, Gooch, & Shute, (2009) thought that using games in language classrooms stimulates positive affective factors such as increased motivation and engagement Since games involve pupils, even those who are usually quiet will become more active and participate in activities actively Viray (2016) believed that gamification hopes to create collaboration and encourage users to use game components such as approaches, scoreboards, and critiques along with other benefits There are some popular Web 2.0 applications such as Kahoot, Quizlet, Edupuzzle and Quizizz used for teaching Quizizz is a gamified online tool for teaching and learning English which that allows students to assess their knowledge and track progress Zhao (2019) claimed that Quizizz is available for free and its easy-to-use formative online assessment tool that teachers can use to conduct students' language studies The highlights of Quizizz in teaching and learning grammar, pronunciation or revision are timely access, quiz overview (scoring and ranking) as well as performance data (number of answers), the number of unexpected questions, normal time per questions and the longest series It is ranking and scoring that encourage students’ motivation and active participation Students can observe the scoreboard and attempt to win their partners by try their best to answer correctly with the fastest Page | Teaching Experience 2021-2022 Applying Quizizz in Lessons and its Effects on EFL Grade 11 Students’ Motivation and Participation speech to get the highest score for each question, which create the suitably competitive environment in class II DATA This section describes detailed statistics that have been selected in progress of the implementing this experience Besides, observed facts on the topics that are generally The Treatment Test Table 2.1 The average total scores of the pre-treatment and the post-treatment test Measure The treatment test Mean Before After 33.31 55.16 The Questionnaire for Students 2.1 The Pre- questionnaire for students’ motivation Table 2.2 The number of students choosing options in the questionnaire part Students’ motivation toward learning English without Quizizz Number Statement I enjoy learning English I am interested to learn English in school I prefer to spend more time in English class than other classes Strongly Disagree Disagree Agree Strongly 16 14 15.91% 36.36% 31.82% 15.91% 10 22 15.91% 22.73% 50% 13.36% 12 16 10 27.27% 36.36% 22.73% 13.64% Agree Page | Teaching Experience 2021-2022 Applying Quizizz in Lessons and its Effects on EFL Grade 11 Students’ Motivation and Participation I think I can improve my English I feel more confident to use English I think my English class is interesting I like to compete with my friends in English games 14 13 12 38.82% 29.55% 27.27% 13.36% 16 12 10 36.36% 27.27% 22.73% 13.64% 10 13 13 18.18% 22.73% 29.545% 29.545% 10 10 16 22.73% 22.73% 36.36% 18.18% 2.2 The Post- questionnaire for students’ motivation Table 2.3 The number of students choosing options in the questionnaire part Students’ motivation toward learning English using Quizizz Number Statement I enjoy learning English using Quizizz I am interested to learn English in school I prefer to spend more time in English class Strongly Disagree Disagree Agree Strongly 0 14 30 0% 0% 31.82% 68.18% 13 30 0% 2.27% 29.55% 68.18% 20 18 0% 13.64% 45.45% 40.91 Agree Page | 10 Teaching Experience 2021-2022 Applying Quizizz in Lessons and its Effects on EFL Grade 11 Students’ Motivation and Participation The revision is used with the Quiz-based questions The revision is used with the Quiz-based questions Page | 49 Teaching Experience 2021-2022 Applying Quizizz in Lessons and its Effects on EFL Grade 11 Students’ Motivation and Participation The report of questions (The number of right and wrong ones) The number of participants (groups in Quizizz) Page | 50 Teaching Experience 2021-2022 Applying Quizizz in Lessons and its Effects on EFL Grade 11 Students’ Motivation and Participation The revision is used with the Quiz-based questions (The photo was cut from the video) Page | 51 Teaching Experience 2021-2022 Applying Quizizz in Lessons and its Effects on EFL Grade 11 Students’ Motivation and Participation The revision is used with the Quiz-based questions (The photo was taken at class) II SIGNIFICANCE The results of the present experience show the positive effects of Quiz-based lessons on high school students’ active involvement and motivation These following recommendations can be made for instructional practice These pedagogical implications need to be taken with a great awareness by instructors and educators As mentioned above, the using Quizizz in revision activity made significant contributions to students’ English involvement and motivation with score increase Therefore, one possible implication is that teachers should design quiz in Quizizz which seem to be suitable to trigger students’ deep involvement and motivation Additionally, after implementing this paper, the writer have had full awareness of game-based lessons’ crucial role in teaching and learning process Therefore the writer always tries to observe and evaluate exactly about each student’s strengths, which helps the teacher to design the suitable Quiz-based lesson plans for many students in the class More particularly, lessons seem to more fascinating for students to attend class more actively, in other word, learners are more eager to participate the activities and learning procedure Page | 52 Teaching Experience 2021-2022 Applying Quizizz in Lessons and its Effects on EFL Grade 11 Students’ Motivation and Participation III SUGGESTIONS Because of the limited number of participants and activities, some suggestions are proposed for further research The first suggestion is that the next experience should be carried out with larger numbers of participants with different stages of the lesson, including the warm-up activity, pre step, while step post step and for a variety of topics As a result, the experience would be more effective, reliable, interesting and convincing Next, in this experience, only one grade 11 was taught with Quiz-based lessons therefore, another suggestion is that these game-based lessons should be used in a wide range of levels from primary education to upper-secondary education even university level One more suggestion is that in the future experience should focus on exploring and studying about teaching students how to make the lessons based on Quizizz online platform that are useful for the learning process Making the Quiz-based lessons by students will encourage their creativity as well as active participation in learning process In short, despite the above shortcomings, it is hoped that it will contribute to the modest success of students’ involvement and motivation Therefore, it can help students and give them encouragement as well as knowledge they need for their involvement and motivation which play integral parts in success of anything in particular learning English Page | 53 Teaching Experience 2021-2022 Applying Quizizz in Lessons and its Effects on EFL Grade 11 Students’ Motivation and Participation IV REFERENCES Astin, A W (1984) Student involvement: A developmental theory for higher education Journal of College Students, 25, 297-308 Bal, S (2018) Using Quizizz.Com to Enhance Pre-Intermediate Students’ Vocabulary Knowledge International Journal of Language Academy, 6(3), 295303 Degirmenci, R (2001) The use of Quizizz in language learning and teaching from the teachers’ and students’ perspectives: A literature review Lang Educ Technol E.L Deci, (1999) A meta-analytic review of experiments examining the effects of extrinsic rewards on intrinsic motivation Psychological Bulletin, no 125(6), pp 627-668 (in English) McMillan, J H., & Hearn, J (2008) Student self-assessment: The key to stronger student motivation and higher achievement Educational Horizons, 87(1), 40-49 M Csikszentmihályi et al, (2005) Handbook of Competence and Motivation New York: The Guilford Press Prensky, M (2002) ‘The motivation of gameplay’, On the Horizon, Vol 10, No 1, pp.5–11 Rahayu, I S D., & Purnawarman, P (2019, June) The Use of Quizizz in Improving Students’ Grammar Understanding through Self-Asse Soto, M J T., & Larenas, C H D (2020) Quizizz and Smartphones: Warm-up Strategy for Improving University Students’ Class Participation Suryaman, M.; Akbar, F.; Salsabila, S (2000) English education students as preservice English teachers’ perception on Quizizz: Considering mall utilization as a pedagogical tool Indones Technol Enhanc Lang Learn Yin, D., & Lei, S A (2007) Impacts of campus involvement on hospitality student achievement and satisfaction Education, 128(2), 282-293 Scriven and Paul (1987) Yule, G (2006) The Study of Language United States of America: Cambridge University Press Yunus, C.C.; Tan, K Exploring a gamified learning tool in the ESL classroom: The case of Quizizz J Educ E-Learn Res 2021, 8,103–108 Zhao, F (2019) Using Quizizz to Integrate Fun Multiplayer Activity in the Accounting Classroom International Journal of Higher Education Page | 54 Teaching Experience 2021-2022 Applying Quizizz in Lessons and its Effects on EFL Grade 11 Students’ Motivation and Participation V APPENDIX APPENDIX A The Treatment Test Không Hiếm Thỉnh bao Thường Luôn thoảng xuyên Tôi học đầy đủ Tơi ln tích cực tham gia từ 5 đầu tiết học Tôi phát biểu biết câu trả lời Tôi ghi chép đầy đủ 5 Tôi lắng nghe giáo viên giảng 5 5 5 cách nghiêm túc Tơi tích cực tham gia hoạt động làm việc theo nhóm hay làm việc theo cặp Tơi thấy hứng thú tiết hoc tiếng Anh Mỗi giáo viên tổ chức trò chơi học tơi tích cực tham gia Tơi tích cực tham gia học giáo viên khích lệ khen ngợi 10 Tơi ln hứng thú tham gia học giáo viên thiết kế học hấp dẫn 11 Tôi nhận thấy phần kiểm tra cũ giáo viên hấp dẫn 12 Phần ôn tập ngữ pháp thu hút 13 Phần kiểm tra kiến thức ngữ âm tuyệt vời Page | 55 Teaching Experience 2021-2022 Applying Quizizz in Lessons and its Effects on EFL Grade 11 Students’ Motivation and Participation APPENDIX B Pre-questionaire for motivation Number Statement I enjoy learning English I am interested to learn English in school I prefer to spend more time in English class than other classes I think I can improve my English I feel more confident to use English I think my English class is interesting I like to compete with my friends in English games Strongly Disagree Disagree Agree Strongly Agree Page | 56 Teaching Experience 2021-2022 Applying Quizizz in Lessons and its Effects on EFL Grade 11 Students’ Motivation and Participation APPENDIX C Post-questionaire for motivation Number Statement I enjoy learning English using Quizizz I am interested to learn English in school I prefer to spend more time in English class than other classes I think I can improve my English through Quizizz I feel more confident to use English if I learn English in a fun way I think my English class is interesting I like to compete with my friends when playing Quizizz Strongly Disagree Disagree Agree Strongly Agree Page | 57 Teaching Experience 2021-2022 Applying Quizizz in Lessons and its Effects on EFL Grade 11 Students’ Motivation and Participation APPENDIX D Pre-questionaire for participation Number Statement I enjoy learning English I am interested to learn English in school I prefer to spend more time in English class than other classes I feel more confident to use English I always attend English classes actively Strongly Disagree Disagree Agree Strongly Agree Agree Strongly Agree APPENDIX E Post-questionaire for participation Number Statement I enjoy learning English using Quiziz I am interested to learn English in school I prefer to spend more time in English class than other classes I feel more confident to use English I always attend English classes actively Strongly Disagree Disagree Page | 58 Teaching Experience 2021-2022 Applying Quizizz in Lessons and its Effects on EFL Grade 11 Students’ Motivation and Participation APPENDIX F The Questionnaire for Teachers Questions A B C D E Question 1: How you think about the importance of students’ motivation in learning? A Very important B Important C Quite important D Not important E Others ( Please specify) ……………………………………………………………… Question 2: What you to encourage your students’ active participation? A Designing the interesting and creative lessons, fun games B Making sure that all students can understand the lessons C Remembering students’ name D All above ideas E Others (Please specify) ……………………………………………………………… Question 3: What you to encourage students’ motivation? A Giving compliments B Giving presents for winners or students having great effort in learning C Giving good marks D All E Others (Please specify) ……………………………………………………………… Question 4: How you know about Quizizz? Page | 59 Teaching Experience 2021-2022 Applying Quizizz in Lessons and its Effects on EFL Grade 11 Students’ Motivation and Participation A Very clearly B Clearly C Quite clearly D Nothing Question 5: How often you use Quizizz in teaching your students? A Always B very often C usually D Sometimes E Never Page | 60 Teaching Experience 2021-2022 Applying Quizizz in Lessons and its Effects on EFL Grade 11 Students’ Motivation and Participation Page | 61 Teaching Experience 2021-2022 Applying Quizizz in Lessons and its Effects on EFL Grade 11 Students’ Motivation and Participation Page | 62 Teaching Experience 2019-2020 Applying Quizizz in Lessons and its Effects on EFL Grade 11 Students’ Motivation and Participation Page | 63 Teaching Experience 2019-2020 ... 2021-2022 Applying Quizizz in Lessons and its Effects on EFL Grade 11 Students’ Motivation and Participation activities belonging to 13 lessons in the textbook 11, including pronunciation, stress,... review Defining and Non- Defining relative clause Page | 43 Teaching Experience 2021-2022 Applying Quizizz in Lessons and its Effects on EFL Grade 11 Students’ Motivation and Participation - Ask... Applying Quizizz in Lessons and its Effects on EFL Grade 11 Students’ Motivation and Participation 2.1 The Pre- questionnaire and Post-questionnaire for students’ motivation a) Students’ interest

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