VIETNAM NATIONAL UNIVERSITY, HANOI UNIVERSITY OF LANGUAGE AND INTERNATIONAL STUDIESFACULTY OF POST-GRADUATE STUDIES wlles BUI THI MAI HOA USING GAMES TO ENHANCE 3ỀP GRADE STUDENTS’ VOCAB
Trang 1VIETNAM NATIONAL UNIVERSITY, HANOI UNIVERSITY OF LANGUAGE AND INTERNATIONAL STUDIES
FACULTY OF POST-GRADUATE STUDIES
wlles
BUI THI MAI HOA
USING GAMES TO ENHANCE 3ỀP GRADE STUDENTS’ VOCABULARY RETENTION AT A
PRIMARY SCHOOL IN HAI PHONG
sinh lóp 3 tại một trường tiểu hoc ở Hải Phòng)
MA MINOR THESIS
Field: English Teaching Methodology Code: 8140231.01
HA NOI - 2024
Trang 2VIETNAM NATIONAL UNIVERSITY, HANOI UNIVERSITY OF LANGUAGE AND INTERNATIONAL STUDIES
FACULTY OF POST-GRADUATE STUDIES
wlles
BUI THI MAI HOA
USING GAMES TO ENHANCE 3ỀP GRADE STUDENTS’ VOCABULARY RETENTION AT A
PRIMARY SCHOOL IN HAI PHONG
sinh lóp 3 tại một trường tiểu học ở Hải Phòng)
MA MINOR THESIS
Field: English Teaching MethodologyCode: 8140231.01
Supervisor: Assoc Prof Dr Võ Dai Quang
HA NOI - 2024
Trang 3DECLARATION OF AUTHORSHIP
I certify that the minor thesis entitled “Using games to enhance 3rd
grade students’ vocabulary retention at a primary school in Hai Phong” is the product of my own work and hasn't been submitted in any way to universities or other institutions for consideration for another degree or diploma.
I understand that disciplinary action and fines in line with University policies
and norms may be applied if this declaration is determined to be false.
Hanoi, 2024The researcher
Bui Thi Mai Hoa
Approved bySUPERVISOR
(Signature and full name)
Assoc Prof Dr Võ Dai Quang
Date:
Trang 4I want to express my gratitude to my advisor, Dr Vo Dai Quang, an
associate professor, for all of his help and support with this research project My research was greatly shaped and guided by his knowledge in this area and his unwavering dedication to excellence, and I am appreciative that I had the
chance to work under their direction
Throughout the course of this project, Associate Professor, Dr Vo Dai Quang provided insightful feedback and guidance that helped me to refine my
research questions, analyze my data, and present my findings in a clear andcompelling way His willingness to take the time to discuss my ideas, answer
my questions, and provide constructive criticism was truly invaluable.
I had numerous opportunities to learn and develop as a researcherfrom the professors and lecturers at the University of Languages andInternational Studies, Vietnam National University, Hanoi, in addition to his
support and direction They encouraged me to attend conferences, workshops,
and seminars where I could network with other scholars, learn about the latestresearch in my field, and develop my own skills as a researcher
I would also like to extend my sincere gratitude to all of the people
who supported me throughout my master's program, including my coworkers
and the third-graders who participated in this study at my place ofemployment
Finally, I want to express my gratitude to all of my family and friendsfor their unwavering encouragement and support throughout this project.Their love, kindness, and understanding helped me to stay motivated andfocused during the ups and downs of this process
il
Trang 5Students received instruction on how to incorporate games into their
vocabulary lessons as part of this action research study The purpose of the study was to determine whether or not using games to teach vocabulary could enhance students’ retention of the material To accomplish these aims, thirty-
six third graders from a Hai Phong primary school were selected to participate
in the eight-week study The results showed that there was a significant improvement in Cycle 2 post-test scores compared to Cycle 1, indicating that
games are beneficial in helping third-grade students retain more vocabulary.The statistical analysis confirmed the significant impact of games on students’
vocabulary retention Moreover, the questionnaire results highlighted the
benefits of implementing learning vocabulary with games in the classroom,emphasizing its value for student engagement and enjoyment These findingsprovide valuable insights for teachers seeking to enhance English languageteaching and learning activities Overall, learning vocabulary with gamesoffer an effective and enjoyable approach to improving students' vocabularyretention and fostering a positive learning environment
ill
Trang 6TABLE OF CONTENTS
DECLARATION OF AUTHORSHIP nhe, 1 ACKNOWLEDGEMENTS HH HH HH HH rưệt il D5) (00 iii LIST OF TABLES - ecceeeseeseeeseceeeeaeeeeeeseceaeeaeeeaeeseeeaeseeeaeeeeees vii LIST OF FIGURES HT TH nh TH HH He, Vili
CHAPTER 1: INTRODUCTION HH re, 11.1 Rationale for the r€S€aTCH - 5 +6 + 111911 911 E9 11 111v vn rệt 11.2 Aims and objectives of the Study SĂ 132 31 S9 vn rey 21.3 Research QU€SẨIOTNS «6 + E1 1111 vn TH TH nh 2
1.4 Scope Of the Study G111 HH HH tt 2
1.5 Method of the Study <5 1n ng ng 31.7 Organization Of the tÏh€S1S - - + s11 19119 111 ng ng ng ệc 4CHAPTER 2: LITERATURE REVIEW HH key 5
2.1 VOCabulary c1 TH HH ni 5
2.1.1 Definitions Of vOCabllaT - - «s11 vn rệt 52.1.2 Vocabulary knowledge - - «<< HnH ng n ng n HH 62.1.3 Vocabulary learning and teaching strategies « - «<< +55 62.2 CÏAIT€SS Ỏ G- G1 it 9
NEW VOCADULALY G0 19119011901 HH ng 9 2.2.2 Types Of CaImes -ó G1 11H TH TH ng II
2.3 Efficiency of game in learning new vocabulary - « -««+<s+ 162.4 Recent SŠfUI©S - c1 HH TH 17CHAPTER 3: METHODOLOGY - Gà SH ri, 21
3.1 Restatement of research QUeStiONS - «+ + +vEsseeseereeeeess 21
1V
Trang 73.2 Research gi 21
3.2.1 Definition of an action research - - «+ k rưnưkp 213.2.2 Principles of an action research - 5s s + ssss+vekssseererrerrrreere 223.2.3 Models of an action research sss+ss x3 xstvresererseereree 22
3.3 Procedures Of the Study - - 5c 11119111 ng ng ngư 24 3.4 Context of the Study - 2G 111g HH HH kg 34 3.5 Participant 8 35 3.6 Data collection 1nSfTUI€TIES - - << 1121189311891 E911 11x r rưn 35 3.6.1 Pre-test and Post- f€SK - - cv TH TH TH ng nàn rưệt 36 E9) (i00 Ố 36
3.7 Data collection 0ivv.iì 0 ae 38
3.8 Data analysis ImetÏhOCS - óc + 1119911 91199111911 9v ng ng ng ngư 39
CHAPTER 4: FINDINGS AND DISCUSSION 43
AL Finding 200 43
4.1.1 Data analysis of the vocabulary tests eeceesesseeseeeeceseceneeeeneeenees 43
4.1.2 Data analysis of questionnaire for students - -‹ -««+<s<+++ 504.2 ID1SCUSSIOTI Q0 nHnH 52
4.2.1 The effectiveness of games to enhance 3rd grade students’ vocabulary
retention at a primary school in Hai Phong - 5 «+ +ss+++++sex++ 52
4.2.2 The student’s attitudes towards the use of games to improve students’
M9:I0iiria0i9ï9010/19):Ẽ2020022Đ77 53A.B SUMMALY 00 54
CHAPTER 5: CONCLUSION net 55
5.1 vi ion 555.2 Concluding remarks - ‹ + + 1xx vn TH TH ng triệt 555.3 Pedagogical implications - -.- c- «+ xxx ng nếp 56
Trang 85.4 Limitations of the Study G SG 11211219911 9 1 vn ng ng ky 58 5.5 Suggestions for further Study - c cv vn, 58 REFERENCES - 2-52 2S E2 E21 711211111 11111 1111 11 xe 59 APPENDICES 2-5-2 SE 2E EE 211271211271211 1121121111111 .1E1ree I APPENDIX I: LESSON PLANS 0 ccsscssscssssssesssessesssessesssessesssessesssesseeseessess I
APPENDIX II: TEST (PRE-POST) c.sscsssesssessssesseessesssesssesssessseesees xII
APPENDIX III: QUESTIONAIRE 2252 52s2£xczxezxcrxed XXV
APPENDIX IV: PHIẾU ĐÒNG THUẬN CHO HỌC SINH THAM GIA
NGHIÊN CỨU ¿2£ +2+++EESEECEEEE712271271211211211211 211 xe XXVI
APPENDIX V: PHIẾU BONG THUẬN THAM GIA NGHIÊN CỨU XXVIII APPENDIX VI: PHOTOS 2-52 ©5SSEc2EE£EESEEEEEerkrrkrerreee XXIX
VỊ
Trang 90/0111 45Table 6: The significant difference of the pretest and posttest mean scores of
0.0.0 Ảdú Ô 46
Table 9: Grade 3 Students’ opinion on the field skills that can be obtained
from games in number and percentage - s55 + +*E+seeeeeeseeeess 50
Table 10: Grade 3 Students’ opinion on the field motivation from games in
number and percentage - - G5 E1 19931199301 9111 ng ng 51
vil
Trang 10LIST OF FIGURES
Figure 1: Kemmis and McTaggart Research Model (1988) 24
Figure 2: The overall mean score of students' pre-test and post-test of the
vill
Trang 11CHAPTER 1: INTRODUCTION
This section provides an overview of the study, outlining its
justification, goals, and questions as well as its methods, scope, significance, and thesis organization.
1.1 Rationale for the research
“Without grammar very little can be conveyed, without vocabulary nothing can be conveyed.” (1985, Hoang Tat Truong, cited in I) “If a language could be considered as a house, then its grammar could be considered as cement and its vocabulary could be figuratively compared to bricks.” (Huyen Nguyen (2004), I.) This means that to be vocabulary is an essential element of language Even though students frequently create
grammatically incorrect sentences, they can still communicate their ideasclearly by carefully choosing their key words Not only is vocabulary
essential for interpersonal communication, but it is also necessary for academic work Actually, a lot of standardized tests, like the GMAT, IELTs,
and TOFFLE, demand vocabulary knowledge As such, it is imperative thatstudents place a strong emphasis on expanding their vocabulary
Over the past few decades, there has been a noticeable change in the
field of language teaching and learning, with a stronger focus now beingplaced on students and their learning as opposed to teachers and theirinstruction This change has been reflected in various ways in a number oflearning strategies books published by reputable publishers such as Oxford
(1990), O'Malley and Charmot (1990), Nunan (1991), Nation (1990), andsoon Experts on vocabulary learning techniques include Nation (1982, 1990),Rubin and Thompson (1994), Taylor (1990), and others
Leveraging these studies, this investigation seeks to bridge thetheoretical-practical gap by assessing the effectiveness of Games in enhancing
Trang 12vocabulary retention among 3'” grade students with the topic title: "Using games to enhance 3rd grade students’ vocabulary retention at a primary
school in Hai Phong" The researcher hopes that this research can enhance thequality of teaching and learning English vocabulary to third grade students in
general, and for all students at a primary school in Hai Phong specifically.
1.2 Aims and objectives of the study
The thesis is aimed at improving vocabulary retention for 3'” grade
students at a primary school in Hai Phong To achieve the aforementioned
goal, two goals are hereby established These objectives are:
1 To investigate the effectiveness of using games in enhancing 3" grade
students’ vocabulary retention at a primary school in Hai Phong.
2 To investigate the attitudes of students towards using games to enhance 3”
grade students’ vocabulary retention at a primary school in Hai Phong 1.3 Research questions
To make it easier to understand, the objectives can be rephrased as thefollowing two research questions:
1 What are the effects of using games on enhancing 3TM grade students’
vocabulary retention?
2 What are the students' attitudes towards using games to enhance 3TM grade
students’ vocabulary retention? 1.4 Scope of the study
This study was conducted with the participation of 36 students at grade3 at a primary school in Hai Phong to investigate the effectiveness of the use
of games in vocabulary lessons and their attitudes towards games Because
the study was conducted over eight weeks, all of the research questions andobjectives could be thoroughly examined In addition to assessing theusefulness of games in vocabulary instruction and looking into students'
Trang 13attitudes toward learning English vocabulary through games, the research
offered insights into the context of vocabulary instruction 1.5 Method of the study
A sample of thirty-six third-graders from a Hai Phong primary school
participated in the study, which used a classroom action research methodology Tests and questionnaires were used as research instruments While the questionnaires were used to assess students’ attitudes toward vocabulary learning, the pretest and posttest were used to measure students' retention of the material The researcher gave the students a questionnaire with 15 items to answer in order to learn more about how the students felt
about their ability to retain vocabulary and how games were used to teach it
The questionnaire's items were designed to elicit answers regarding subjects like students' attitudes toward vocabulary learning, the classroom
environment, vocabulary learning difficulties they have encountered, and thereasons behind those difficulties The Likert Scale was used to analyze the
responses The Likert scale data was treated as interval data, and the mean was used as the measure of central tendency The questionnaire items were
designed on a 5-point Likert scale, with values ranging from 1 to 5: StronglyAgree (5), Agree (4), Neutral (3), Disagree (2), Strongly Disagree (1) To
evaluate the students’ baseline knowledge and vocabulary retention progress,
pre- and post-tests were given, respectively
1.6 Significance of the study
The traditional methods used to improve language learning are not
particularly enjoyable for the students To investigate the value of
incorporating games into English language instruction, it's critical tounderstand how well games help students learn vocabulary There are variousreasons why this study could be important to educators as well as learners
Trang 14First, rather than depending solely on the conventional method, this study
may encourage teachers to reconsider their attitudes toward the use of games
in the classroom and consider utilizing them as a creative method of teachingvocabulary and improving student proficiency Moreover, it lessens the
workload for teachers and might assist in lowering the boredom and nervousness that occasionally surfaced during lessons Additionally, since it increases their desire to learn the language, it might support students in becoming active learners The study's conclusions will also encourage
educators to experiment with and adopt cutting-edge methods when it comes to instructing students through games in the classroom.
1.7 Organization of the thesis
An overview of the benefits of Games to kids' vocabulary retention
is provided by this research It is divided into five chapters Chapter 1 - Introduction provides the rationale of the study, aims and
objectives of the study, research questions, scope of the study, significanceof the study, and organizations of the study
Chapter 2 - Literature Review presents the theoretical framework and
reviews previous studies related to the topic
Chapter 3 - Methodology restates the research questions and outlines the research approach, procedures, context, participants, data collection instruments, data collection procedures, and data analysis methods.
Chapter 4 - Findings and Discussion describes the findings and discusses about the research questions and existing research.
Chapter 5 - Conclusion recapitulates the study, gives final thoughts, talks
about the study's limitations, explores the pedagogical ramifications, andmakes recommendations for more research
Trang 15CHAPTER 2: LITERATURE REVIEW
The ideas and theoretical background surrounding the use of games in
vocabulary instruction for young English language learners are covered in this section 2.1 Vocabulary
2.1.1 Definitions of vocabulary
“Vocabulary can be defined, roughly, as the words we teach in the
foreign language However, a new item of vocabulary may be more than justa single word: for example, post office, and mother-in-law, which are made
up of two or three words but express a single idea” (Ur, 2003, p 60) Words
are the smallest meaningful unit of language and are used to represent an
object, idea, action, etc when building phrases and sentences Vocabulary is
implied to be essential for communication even though it isn't mentionedexplicitly While we can communicate without using proper grammar, we
cannot communicate without vocabulary, so grammar is less significant than vocabulary Since words are the building blocks of all communication,
speaking, writing, listening, and reading are all facilitated by having a largevocabulary
Vocabulary is viewed in various ways Rubin and Thompson (1994, p 79) pointed out that “One cannot speak, understand, read or write a foreign
language without knowing a lot of words Therefore, vocabulary learning is atthe heart of mastering a foreign language.” Furthermore, as stated by Taylor
(1992, p 30), “Vocabulary permeates everything language learners or language teachers do in an English language class, whichever skill or
language point is being practiced Vocabulary is a very important part inEnglish language learning and teaching.”
Trang 162.1.2 Vocabulary knowledge
Vocabulary is one of the most important topics for students studying
English as a second language They are unable to convey the concepts thathave been taught to them due to their limited vocabulary (Kufaishi, 1988)
Vocabulary needs to be learned before other skills like speaking, listening,
reading, and writing can be mastered It must be taught to students,
emphasized, and integrated into a variety of language-learning exercises.
Without vocabulary, learning a language would be impossible
In Daasvand (2001), Hatch and Brown (1995) emphasize how crucial it is for teachers to consider the various facets of word knowledge when
designing their language courses They also emphasize how important it is to
consider the kind of knowledge that language learners hope to acquire 2.1.3 Vocabulary learning and teaching strategies
a Vocabulary learning strategies
Since vocabulary enables students to both express and understand ideas
from others, it is essential to the teaching and learning of the English language As they become more expressive and fluent in English, learners should develop more inventive vocabulary knowledge and create their own
personalized vocabulary learning strategies Learners often have an innate
understanding of the importance of vocabulary in language acquisition A
variety of factors affect language acquisition on an individual and broaderlevel Individual variables that have a significant impact on a learner'slanguage acquisition include motivation, aptitude, and learning strategies
Aptitude is another important component in language learning.
Language acquisition is an intrinsic ability, or talent in this instance It isingrained in a person's character, and high aptitude accelerates comprehensionand learning When learning a language, learning style is also crucial It is
Trang 17about how language learners prefer to represent and acquire language As suggested by Reid (1995, in Lightbown & Spada, 1999:58):
(1) When learning something new, visual learners prefer to see itdemonstrated, as in the case of reading books, charts, and advertisements
(2) For those who learn best by hearing, audiobooks, radio, or
lectures are the most effective sources of new information.
(3) Strong physical response components, such as gesturing or
miming, are preferred by kinesthetic learners
(4) When learning, tactile learners would rather "do" the material,
such as by playing games or creating models in mathematics Teachers should
consider Reid's four-group classification of students when planning their
lesson plans.
There are two components to learning a vocabulary, according to
Simensen (2007:220-228) Students must first acquire new words andcomprehend their meanings before they can memorize them It is important to
repeat words in order to retain them Among the many programs created for language-learning courses is the comprehensive language-learning program
offered by the Nation (1994: v) There are five primary language-learningcourse components in this program, which represent the distinct stages of the
Trang 18participates actively in communicative activities as well as other tasks that
require solo, pair, or group work (2) The new word must be established assoon as it is noticed In order to create a new word, more meetings are required.(3) Later on in the process, it's crucial to expand on vocabulary from earliermeetings It is critical to understand the word's various meanings, suffixes,
prefixes, grammatical patterns, and other aspects (4) According to Nation, a
language-learning program must also include the development of vocabulary
strategies for dealing with unfamiliar vocabulary Lastly, (5) mastering known
vocabulary fluency is crucial for language learners to succeed
However, because the mind creates the new language, second languagelearners use the same stages of first language acquisition Both the learners'
linguistic background and the definition of a word are significant factors For
language learners whose first language was unrelated to their secondlanguage, the learning curve is especially steep This knowledge pertains tothe various roles that words play and is essential for trainers to consider when
teaching and learning new words Teachers can assist in lessening the
learning responsibility of words or the need for learners to find alternate
learning paths by highlighting systematic patterns and similarities within the second languageVideo games, music, movies, and the Internet have all had a big influence on young people's language usage recently Without studying, students pick up new words by hearing them The majority of the songs and films are in English, which could be helpful for vocabulary learning.
Nonetheless, a variety of methods can be modified to introduce new vocabulary words Certain methods are more well-liked, enjoyable, and
frequently employed than others Because of those unique methods, the pupil
acquires a lot of vocabulary on its own without having to study; it may not be
able to use it correctly, but it can express itself There upon next title we will
investigate the vocabulary teaching.
Trang 19b Vocabulary teaching strategies
One of the most important parts of any language program is teaching
vocabulary Its objective is to assist students in expanding their vocabulary in
addition to improving it Nation (2001) argues that in addition to teachingwords, vocabulary instruction should focus on giving students the resourcesthey need to expand their vocabulary The vocabulary-learning process ismade easier, faster, more pleasurable, more beneficial, and more effective bythe strategies teachers employ
The activities a teacher uses to teach or practice target vocabulary arecalled vocabulary teaching strategies Instructors need to consider the mosteffective approach for imparting vocabulary to their students Consequently,teachers will carry out the teaching tasks according to their strategy.Instructors are able to blend various strategies, tactics, and methods All aimto support students in acquiring and maintaining a more varied vocabulary
To enhance vocabulary retention in young learners, the researcher in
this study proposes vocabulary teaching strategies that involve the selection
of games, teaching methods, and techniques with eduactional games.2.2 Games
2.2.1 Definitions of game, games activities, and game materials for
learning new vocabulary
According to Bakhsh (2016:126), games are enjoyable activities thatencourage communication, reasoning, education, and problem-solving
techniques A system that allows players to participate in a conflict simulation with predetermined rules and a quantifiable result is also referred to as a game.
“Games are effective tools for learning because they offer students a
hypothetical environment in which they can explore alternative decisionswithout the risk of failure Playing games teaches us how to strategize, to
consider alternatives, and to think flexibly.” (Martinson and Chu 2008: 478)
Trang 20Games are enjoyable activities where players solve problems in order
to compete with other players or a different group to win There are numerousgames that can be used in vocabulary lessons for English classes As a result,in order for students to enjoy learning, the instructor must modify theirapproach Well-chosen and designed games are advantageous because they givestudents a break and let them practice language skills These games have theability to spark students’ interest in studying English and arouse their curiosity
The teacher can select from a variety of games to help students improve their
vocabulary and language skills, depending on the needs of the class
For the purpose of teaching and learning foreign languages, vocabulary
is usually essential Because there's only one fun thing about games, somestudents think they're a waste of time and decide not to use them in theclassroom Actually, games can offer EFL students much more Games have alot of educational value and can be used in the classroom to encourage
students to use the language instead of just memorizing formulas Students
have not received subject-specific vocabulary instruction; instead, speaking,
listening, reading, and writing lessons have been used to teach vocabulary
Students add new words to their own vocabulary throughout the lesson from the teacher and their peers, which they then use in class activities The lesson may grow tiresome if the instructor is always clarifying meaning or
definition, pronunciation, translation, spelling, and grammar rules
Understanding the definitions of new words is the only objective of vocabulary learning for students While they are playing the game, students pick up new skills Students may be able to comprehend new ideas or
concepts, view things from a different angle, or try out various options byengaging in games
The utilization of games in language instruction has significantadvantages for both the teaching and learning process By using play-based
10
Trang 21learning, vocabulary games aim to give students access to a broad range ofvocabulary inputs In general, games can be linked to a certain level ofintelligence.
Because it is linked to the four skills of speaking, writing, listening, andreading, vocabulary in English is important However, mastering thevocabulary of the language seems to be extremely difficult for Vietnamesespeakers of English as a second language They become difficult to directlymemorize and speak with fluency as a result Sometimes, students struggle to
comprehend new vocabulary, have trouble remembering its meaning, and struggle to use it in sentences A successful plan must be in place to grab
students’ attention, end their boredom, and liven up the classroom
But because vocabulary aids in language comprehension and usage,
teaching it is one of the most important parts of teaching English to non-native speakers Thus, learning vocabulary involves more than just memorizing the word; it also entails applying the word automatically and appropriately in context The method can enhance learners' motivation and make learning more pleasurable while also improving vocabulary acquisition intentions.
c Games frequently incorporate a manipulative component, like cards,
spinners, or pieces, that appeal to kinesthetic and/or bodily intelligence a BINGO
Bingo is a game of luck played on bingo cards containing square grids,
each divided into rows and columns with each square holding a number The
11
Trang 22basic rule of the game is for players to try to complete a specific line or
pattern on their bingo card by marking squares when the corresponding numbers
are called
A game master (or automated machine) randomly calls out numbers from
a set Players mark these numbers on their bingo cards The objective is to achieve a line according to specific rules, such as a horizontal, vertical, diagonal line, or other patterns like a square, H, or T.
Players call out "Bingo!" when they complete a winning condition If this is verified according to the rules, that player becomes the winner of the game b SLAP THE BOARD
"Slap the Board" is an interactive and dynamic educational language
game designed to amplify vocabulary retention, rapid cognitive processing,
and linguistic reflexes In this engaging activity, a teacher or facilitatorintroduces a set of words, often related to a specific theme or topic, andpresents them on a board or visible surface Participants, usually divided into
teams, compete to be the first to recognize and accurately slap the corresponding word as it is called out.
The essence of the game lies in the participants’ swift identification ofwords and their physical interaction with the learning material The act of
"slapping" or tapping the correct word not only adds a kinesthetic element to
the learning process but also fosters active engagement Points are typicallyawarded to the individual or team that successfully and promptly slaps thecorrect word, further adding a competitive aspect to the educationalexperience
"Slap the Board" is widely employed in educational settings as aversatile tool to make vocabulary building more exciting and effective Byencouraging quick recall, fostering a competitive spirit, and emphasizing
12
Trang 23physical interaction, this game transforms language learning into a lively and
memorable experience, catering to diverse learning styles and enhancing
overall linguistic proficiency
c THROW THE STICKY BALL
"Throw the sticky ball" is an interactive and engaging educational game
often employed by teachers to reinforce vocabulary in a lively manner In this game, participants, typically students, are divided into teams The teacher prepares a soft, sticky ball, and vocabulary-related images are displayed on the board Each team has a designated player who stands in front of the board The
remaining team members take turns reading aloud a vocabulary word specifiedby the teacher The player with the ball then aims to throw it at the
corresponding image on the board while simultaneously stating the correct word The excitement builds as teams compete to be the quickest and most
accurate This activity not only encourages active participation but alsocombines visual, auditory, and kinesthetic elements, catering to various
learning styles and enhancing the overall learning experience d MIMING GAME
The Miming game, a versatile and interactive activity, adds a dynamiclayer to language learning across various topics Students are divided into
teams for this interesting exercise, and each team has one member who faces
away from the board The challenge for the rest of the team is to conveyspecific words or phrases related to the chosen topic through expressivegestures and actions without uttering a single word This not only tests their
understanding and recall of vocabulary but also prompts them to think
creatively about how to represent abstract concepts physically
As the miming unfolds, the team member facing away must closely
observe and interpret the actions of their teammates to guess the correct
13
Trang 24answer The competitive aspect, where points are awarded for swift and
accurate guesses, introduces an element of excitement and encourages active
participation This game not only reinforces language skills but also promotesteamwork, effective communication, and quick cognitive processing
Overall, the Miming game stands out as an effective, adaptable, and
enjoyable educational tool across a spectrum of topics e MUSIC BOX
The Music Box game is a versatile and lively educational activity that can be tailored to various topics In this interactive game, the teacher introduces an element of mystery and excitement by placing thematic
vocabulary cards inside a specially designated box As the teacher playsmusic for a brief period, typically ranging from 10 to 15 seconds, students
pass the box around the classroom in a coordinated and lively manner.
This game not only incorporates elements of movement but alsointroduces an auditory component through the background music, fostering a
multisensory learning experience As students eagerly anticipate the music stopping, the element of surprise keeps them engaged and focused When the
music halts, the student holding the box opens it, revealing a vocabulary cardrelated to the current lesson's theme The challenge for the student is to correctly
identify and articulate the word, earning points for their team in the process.
Beyond its entertaining nature, the Music Box game serves as aneffective tool for reinforcing vocabulary retention and recall As they work tomake connections between the thematic vocabulary and the matching word on
the card, students are encouraged to actively participate, collaborate, and think quickly f GUESSING GAME
"Guessing games" encompass a diverse array of activities where
participants engage in making predictions or estimations based on partial or
14
Trang 25concealed information These games often introduce an element of intrigue,
prompting individuals to leverage their deductive reasoning, intuition, orexisting knowledge to formulate educated guesses
In the specific context mentioned earlier, the "Guessing game" involvesa structured process The teacher may present a grid of numbered squares,each concealing a hidden image or clue Teams or participants take turnsselecting a square, unveiling a segment of the visual, and then endeavoring to
guess the associated word or concept This dynamic fosters interactive
learning within a competitive yet collaborative framework
The game not only cultivates a sense of excitement and unpredictability
but also serves as an effective educational tool It challenges participants tothink quickly, enhance their descriptive abilities, and expand their vocabularyas they articulate their guesses The blend of mystery, competition, andlanguage learning makes guessing games versatile and engaging, facilitating aholistic learning experience in both formal and informal settings
g HIDDEN CARDS
The Hidden Cards game is a versatile and engaging activity that can be
adapted to various topics, fostering memory retention and critical thinking
skills In this game, a set of cards with thematic content or vocabulary related
to the lesson is prepared These cards are initially hidden from view, either face-down on a surface or concealed in some way Players take turns revealing cards, attempting to find matching pairs or uncover specific information.
The challenge lies in memorization and deduction Players must recall
the locations or content of previously revealed cards to make successful
matches or guesses This game not only reinforces knowledge but also
enhances concentration and cognitive skills It can also be customized for
various age groups and academic levels, which makes it an adaptable tool for
teachers looking to design engaging and memorable lessons.
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Trang 26h SPELLING GAME
Spelling games serve as engaging and effective tools for enhancing language skills, specifically focusing on improving spelling proficiency These
educational activities come in various formats, providing players with tasks that
demand attention to detail and precision in arranging letters One common type
involves the arrangement of letters in the correct order to form a given word,encouraging players to reinforce their understanding of spelling patterns
Additionally, some games may task participants with constructing words using provided letters, fostering creativity and word-building capabilities.
The interactive nature of these games makes the learning experience
dynamic and enjoyable Whether through alphabet sorting challenges or answering questions related to spelling rules, these games contribute not only
to the development of spelling skills but also to the expansion of vocabulary
and overall language comprehension The incorporation of education into an
entertaining context makes spelling games a valuable resource for educatorsand learners alike, promoting active participation and positive engagement inthe learning process
2.3 Efficiency of game in learning new vocabulary
The efficiency of integrating games into the process of learning new vocabulary is notably significant, as supported by various studies and
educational research These games serve as dynamic tools that go beyond
traditional memorization methods, offering a more engaging and enjoyable
approach to language acquisition Play games to foster a happy and
comfortable learning atmosphere When there is a fun element included, students are more likely to be motivated and actively participate in the
learning process The element of fun not only captures their attention but also
enhances memory retention, making it easier for learners to recall and apply the newly acquired vocabulary.
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games adds another layer of efficacy The competitive aspect introduces a
sense of challenge and excitement, compelling students to strive forimprovement This not only increases their desire to excel but also contributes
to a more interactive and dynamic learning experience The enjoyment derived from competition becomes a powerful catalyst for engagement, driving students to invest more effort in mastering the vocabulary.
Importantly, these games offer a practical bridge between theoretical
knowledge and real-world application By embedding vocabulary within the context of games, learners encounter the words in scenarios that mimic
everyday communication This contextualization enhances the practical utility
of the acquired vocabulary, making it more likely that students can seamlessly integrate these words into their spoken and written language.
In summary, enjoyable games are effective at teaching new vocabularybecause they establish a positive learning atmosphere, encourage motivationthrough friendly competition, and give language application a real-world
context The study's findings imply that games are utilized not just for
enjoyment but also, and perhaps more significantly, for reviewing andpracticing language skills, which is crucial for enhancing students'
communicative skills 2.4 Recent Studies
Numerous research have been conducted regarding the effect of gameuse on vocabulary learning in language classes Ibrahim (2017), for instance,carried out research to examine the value of incorporating games into
instruction He noted that it doesn't appear like games are widely used or
accepted in classrooms There is a misconception that the learning process
needs to be taken seriously, he continued On the other hand, he discovered in
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Trang 28his research that language instructors should use games in their lessons
because they give them a fun and engaging way to incorporate color into the
classroom, especially for those who are just starting out He concluded that
“ 1E1S clear that teachers involved in this study strongly agreed that teachinglanguage games are useful to EFL Learners because of their positive impacton students’ output in English language and they can also help in building a
good relationship with the new language” (P 148, Ibrahim, 2017).
Gruss (2016) carried out research to find out how well games work as a
vocabulary-teaching tool for young learners of foreign languages The study'sanalysis suggests that using games to help students form visual-auditoryassociations between pronunciation and pictures is beneficial Furthermore,it's critical to watch and learn about kids' likes and dislikes as well as howthey react to different games in order to optimize the educational process as it
moves forward.
Alemi (2010) carried out a study on this subject in addition to the
earlier research, in which he randomly selected 60 students from a group of
100 third graders They were all junior high school kids They were divided
into two groups: the experimental group and the control group The students’ level was determined using a proficiency pretest that included questions on vocabulary, grammar, expressions, pronunciation, and a posttest on achievement that had questions that followed the same format as the pretest According to the research's findings, games help students learn more effectively because they engage them in the process and help them and their teachers build relationships Students can develop word associations through
gaming, which will eventually help them with other skills
Silsiipiir (2017) conducted an additional study This study examined the effectiveness of language games in helping students who are studying English as a second language to increase their vocabulary The aim of the research
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Trang 29was to determine whether vocabulary acquisition can be impacted by the use
of language games in English language instruction abroad According toSilsiipiir's research, games can help kids learn vocabulary by providing themwith opportunities to practice and pick up the language The results of this
study demonstrated that games can be used to inspire students and promote greater teamwork among them in addition to improving student performance in EFL classes Games may raise motivation and vocabulary acquisition.
Vietnamese studies have also made significant contributions to understanding games in enhancing vocabulary retention Tran, T T T (2011) studied how seventh-form students at Phuong Nam Private Lower Secondary
School learned vocabulary through language games The results showed that
one of the most effective methods for teaching vocabulary to high school students is through games Furthermore, Phung (2022) carried out a study
wherein grade 5 students at a rural school were taught grammar andvocabulary through language games The findings indicated that teaching
vocabulary and grammar by using language games not only helps students
effectively memorizing and in-depth understanding but also get themcomfortable using the language which improve their communicative skill.Furthermore, a study on the impact of games on third-graders' vocabulary
retention was carried out by author Pham (2022) The results of the study
showed how games improved participant attitudes and third graders’vocabulary retention in a primary school
It is anticipated that this study will add localized evidence and useful
suggestions to the body of existing literature The investigation of the specific
challenges faced by grade 3rd students at primary school will help to informfuture teaching practices and improve vocabulary teaching approaches in theVietnamese primary school context The current study into the use of games to
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thanks to the study's efforts to bridge the gap between theoretical perspectives
and classroom application
20
Trang 31CHAPTER 3: METHODOLOGY
More details regarding the data collection techniques utilized to examinethe author's research questions are provided to the reader in this third chapter
In general, pre-test, post-test, and questionnaire are the main tools to help the
author collect information, the tools are prepared and arranged in an ordersuitable to the research circuit Detailed information will be presented in
detail according to the sections below 3.1 Restatement of research questions
As previously mentioned, the main objective of this study was toanswer the following two questions in order to ascertain whether or not games
in the language classroom can have a significant impact on third graders' vocabulary development and motivation in the context of a primary school:
1 What are the effects of using games on enhancing 3rd grade students’ vocabulary retention?
2 What are the students' attitudes towards using games in teaching English? 3.2 Research approach
The utilization of action research provides a framework for researchers
to implement actual intervention strategies, evaluate their impact, and gain
more profound insights into their teaching practices
3.2.1 Definition of an action research
Regarding the definition of an action research, many definitions have
been defined by different authors as below:
Lewin (1946) defined action research as comparative study that looks at
the state and outcomes of different forms of social action, ultimately resulting
in social action He emphasizes that research solely producing books is not sufficient Building upon the research of Burton and Bartlett (2006), Efron
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Trang 32and Ravid (2013) note that educators conduct inquiry processes in their own
contexts through action research to enhance their practice and improve
students’ learning.
According to Peter, Bradbury, Hilary, eds (2001), action research is aninteractive inquiry process that combines data-driven collaborative analysis orresearch with problem-solving exercises carried out in a group setting
The researcher can determine that action research is a technique used to
improve practice based on the definitions mentioned above It is participatory
and collaborative, undertaken by individuals with a shared purpose.Additionally, action research involves problem-solving, particularly when thesolution leads to practice improvement
3.2.2 Principles of an action research
Regarding principles of an action research, many principles have been
given out by different authors as below:
As being said by Zeichner and Noffke (2001), they propose
“trustworthiness”, or the honesty and authenticity of the data analyses, reports and interpretations Greenwood and Levin’s (2007) clarified that credibility
covers internal credibility, the meaningfulness of the knowledge toparticipants and external credibility, the reliability of outcomes to theuninvolved in the research The term credibility obviously covers the conceptof trustworthiness and worthwhileness in action research, so this study aims atsatisfying the principle of credibility
Overall, it is agreed that reflective critique, validity and credibility arethe mean principles of action research
3.2.3 Models of an action research
Due to the long history of action research, various researchers havedeveloped unique models Kemmis and McTaggart (1988) recommend a four-
stage model These four broad phases make up a research cycle that can
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Trang 33continue or spiral backward until the action researcher determines it's time to stop after reaching a satisfactory conclusion The teachers-researchers use the
four-stage cyclical process to gain a deeper understanding of action inquiryand practice, which they then apply to actualize the desired improvement in
teaching and learning practices The process is composed of a spiral of cycles, each of which covers four stages and is carried out in 2 cycles First, a well- thought-out plan of action is created to make the current circumstances better.
After that, the plan is implemented Next, the intended action's outcomes are
noted Finally, the effects are regarded as the starting point for further cycles The processes in Somekh's (1989) and McBride's (1995: 27) action research
model are as follows: choose an area of interest (problem), gatherinformation, analyze information and develop a hypothesis, plan and carry out
action steps, gather information to track changes, analyze and evaluate, and
plan the following cycle
In summary, the researcher used the Kemmis and McTaggart (1988)
Two-cycle Action Research Spiral Model because it was appropriate and useful for her research This model includes four stages: plan, action or
implementation, observation, and reflection The goal of this model is to helpthe researcher systematically investigate a problem or issue, and to develop
practical solutions or interventions that can be implemented in real-world
settings Through the use of this model, the researcher can develop a betterunderstanding of the problem or issue at hand, and can work collaborativelywith stakeholders to implement and evaluate potential solutions By engaging
in this iterative process of action and reflection, the researcher can make
continuous improvements to their approach and refine their interventions toachieve the desired outcomes
23
Trang 34implement this method, the researcher spent 8 weeks and applied games in 6Units (Unit 12 — Unit 17) carried out 6 lesson plans in Global Success forgrade 3 in learning vocabulary with Games.
i) Planning the actionPrior to implementing the intervention, the researcher administered a
pretest to the students After that, the students received instruction on the two
cycles of English vocabulary consolidation strategies that the researcher
would employ.
In light of the study's goals, the intervention procedure ought to be
planned to increase the participants' vocabulary in English and provide an
environment in which they feel comfortable reflecting on the games and
vocabulary-teaching methods As a result, the vocabulary games were created
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Trang 35to satisfy the aforementioned requirements Due to the fact that vocabulary isa means to help students do tasks reading, listening, writing and speaking In
this study, vocabulary was often presented within fifteen to twenty minutes
before students started reading, listening and speaking After that, when thestudents finished their tasks, they might have enough time for practicevocabulary
ii) Implementing and observing the action The researcher executed the activities which were carefully planned in
the previous phase through six steps following Papandreou (1994):
Step 1:
Preparation(1 period)
In this stage, the researcher (the teacher) gave out a number of games to stimulate the students’ interest Besides, the teacher also introduced the vocabulary and structure in the textbook and then instructed the students about games that was going to
be used for the treatment with 2 cycles In light of the study'sgoals, the intervention procedure ought to be planned toincrease the participants’ vocabulary in English and provide anenvironment in which they feel comfortable reflecting on the
games and vocabulary-teaching methods To begin with, the teacher introduced the topic, outcome and
process of the lecture Students and the teacher discussed thelesson plan subtopics drawn from the theme in the textbook,
and explained the purpose of the lesson Three smaller groups
were created by the teacher Each group had at least one
enthusiastic student who used to perform well and
enthusiastically in the class as the group leader This member
could play an active role in connecting group members and get
the task done
Step 2:
Planning(1period)
In this second phase, the students were split up into groups after the teacher gave them guidance on how to apply their newly learned vocabulary retention Students will score higher if they
apply new vocabulary and make connections to the lessontopic Learners are advised to spend enough time on discussing,
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Trang 36solving problem, trying different courses of action and makingsituations happen to overcome challenges during games This
period the teacher had to provide scaffoldings as well as necessary vocabularies, connectors and useful structures before students did the products.
Step 3: Research
(2 period)
The next stage, the teacher supported students facilitates if
necessary Besides the teacher guided them how to finish tasks of games, each group member found and shared relevant information sources, clues with group members From such opinions and ideas in groups discussed together to decide the
final answer The researcher provided them a large number ofvarious games activities to engage their learning Students usedtheir vocabulary retention to solve problem, conquer challengesand missions in the game to win
Step 4: Conclusions (1 period)
Teacher focused on teaching students the language and mannerto vocabulary retention The teacher observed all activities ofstudents, listened to them and jot down some comments
Step 5:
Presentation(2period)
Teacher asked each group to send a representative to presentthe class what they have learnt Students said aloud some wordsthey remember from the lesson Teacher showed again the
dialogue or paragraph related the topic unit by an overhead projec-tor in the classroom highlight the key words related to
the topic.
Step 6: Evaluation
Trang 37discussed vocabulary related to this theme: doctor, driver, teacher, worker,
job The instructor divided the students into three groups and got ready to
grade the stickers
Step 2: Planning
The teacher guided students in pronouncing vocabulary related to the topic of jobs The teacher displayed images and vocabulary cards on the board and then introduced the Bingo game and its rules.
O
O
O
Step 3: Research
The teacher guided students to listen and recall vocabulary from an
audio file in the learning materials The teacher sequentially presentedimages, and students pronounced the words Afterwards, they placed wordcards below the corresponding images Students then practiced reading as a
whole class, in rows, pairs, and individually Step 4: Conclusion
During pronunciation practice, the teacher observed that somestudents hadn't fully memorized the words, and some encountered difficultiesin remembering and pronouncing vocabulary To enhance students' interestand improve word retention, the teacher organized a game
Trang 38provide feedback on their peers' grammar learning processes in class Finally,
teachers identified students’ strengths and weaknesses to make necessary
adjustments in future grammar lessons
UNIT 13: MY HOUSE
Step 1: Preparation
The teacher introduced the theme "My House" The teacher and students discussed vocabulary related to this theme: living room, bedroom, bathroom, kitchen The instructor divided the class into three teams and prepared stickers for scoring.
Step 2: Planning
The teacher guided students in pronouncing vocabulary related to the
theme the house The teacher presented images through slides on the TV screen The teacher displayed images and vocabulary cards on the board and then introduced the Spelling game and its rules.
Step 3: Research
The teacher guided students to listen and recall vocabulary from an
audio file in the learning materials The teacher sequentially presentedimages, and students pronounced the words Afterwards, they attached wordcards with the corresponding images on the back Students then practiced
reading as a whole class, in rows, pairs, and individually Step 4: Conclusion
During pronunciation practice, the teacher observed that somestudents hadn't fully memorized the words, and some encountered difficultiesin remembering and pronouncing vocabulary To enhance students' interestand improve word retention, the teacher organized a game
Step 5: Presentation
Students played the game, the teacher provided guidance as needed.
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The teacher awarded points to the player who wrote the fastest and
most accurately The teacher observed students' attitudes during and after thegame, assessing the classroom atmosphere Teachers also encouraged
students to provide feedback on their peers' grammar learning processes in class Finally, teachers identified students’ strengths and weaknesses to make necessary adjustments in future grammar lessons.
UNIT 14: MY BEDROOM
Step 1: Preparation
The teacher introduced the theme "My Bedroom" The teacher and
students discussed vocabulary related to this theme: desk, bed, door, window
The teacher separated the students into three groups and prepared stickers for scoring.
Step 2: Planning
The teacher guided students in pronouncing vocabulary related to the
theme the bedroom The teacher displayed images through slides on the TV screen The teacher attached images and word cards on the board and then introduced the Guessing game and its rules.
Step 3: Research
The teacher guided students to listen and recall vocabulary from an
audio file in the learning materials The teacher sequentially presentedimages, and students pronounced the words Afterwards, they attached imagecards with accompanying words behind those images Students then practiced
reading as a whole class, in rows, pairs, and individually Step 4: Conclusion
During pronunciation practice, the teacher observed that some
students hadn't fully memorized the words, and some encountered difficulties
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Trang 40in remembering and pronouncing vocabulary To enhance students' interest
and improve word retention, the teacher organized a game Step 5: Presentation
Students played the game, the teacher provided guidance as needed
Step 6: Evaluation
The teacher awarded points to the player who guessed quickly and
reads the word most accurately The teacher observed students’ attitudesduring and after the game, assessing the classroom atmosphere Teachers also
encouraged students to provide feedback on their peers' grammar learning processes in class Finally, teachers identified students' strengths and
weaknesses to make necessary adjustments in future grammar lessons
CYCLE 2 (with more exciting games) UNIT 15: AT THE DINING TABLE Step 1: Preparation
The teacher separated the students into three groups and preparedstickers for scoring The teacher organized a Warm-up Bingo game to assess
vocabulary from the previous lesson: door, chair, big, small, new, old.
The teacher introduced the theme "At the Dining Table" The teacherand students discussed vocabulary related to this theme: beans, fish, meat,