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The impacts of games on learning vocabulary of grade 5 students at Asian International School
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MINISTRY OF EDUCATION AND TRAINING
HO CHI MINH CITY OPEN UNIVERSITY
__________________________________
NGUYEN THAO THUAN
THE IMPACTS OF GAMES ON LEARNING VOCABULARY OF GRADE 5
STUDENTS AT ASIAN INTERNATIONAL SCHOOL
MASTER OF ARTS IN TESOL
Ho Chi Minh City, 2019
MINISTRY OF EDUCATION AND TRAINING
HO CHI MINH CITY OPEN UNIVERSITY
__________________________________
NGUYEN THAO THUAN
THE IMPACTS OF GAMES ON LEARNING VOCABULARY OF GRADE 5
STUDENTS AT ASIAN INTERNATIONAL SCHOOL
Major: Teaching English to speakers of other language
Major code: 60140111
MASTER OF ARTS IN TESOL
Supervisor: LE THI THANH THU, Ed.D.
Ho Chi Minh City, 2019
ABSTRACT
The purpose of the study was to explore the impacts of games via the Grade
5 students’ attitudes towards the application of games in their vocabulary learning
and the effects of games on the students’ vocabulary achievement at Asian
International School. To achieve these purposes, an experimental research was
employed. This study lasted in three months, one group learned vocabulary in the
normal way while the other group learned vocabulary with game application in the
review stage. The pre-test was delivered to both groups at the beginning of the
study. After games were applied in six weeks of the treatment, the post-test 1 was
held to evaluate the vocabulary achievement of two groups. Next, the post-test 2
was administrated to the students of both groups at the end of the treatment. Right
after the post-test 2, a set of questionnaire was delivered to only 25 students of the
experimental group to find out their attitudes towards the learning vocabulary with
games.
The results from the vocabulary tests proved that students learning with
games had significantly better results than students learning with the normal
method. The experiment students showed their positive attitudes. They all like
studying with games mostly in every lesson. Emotionally, they felt relaxed,
interested and motivated in learning. The positive attitudes helped to contribute to
their better results in the vocabulary tests. Students in the experimental group did
made better progress in their vocabulary learning in comparison with what students
in the control group did. This led to the suggestion that games should be
implemented to help primary school students develop their vocabulary performance.
STATEMENT OF AUTHORSHIP
I certify that this thesis entitled “The impacts of games on learning
vocabulary of Grade 5 students at Asian International School” is my own work.
Except where reference is made in the text of the thesis, this thesis does not contain
material published elsewhere or extracted in whole or in part from a thesis by which
I have qualified for or been awarded another degree or diploma.
No other person’s work has been used without due acknowledgement in the
main text of the thesis. This thesis has not been submitted for the award of any
degree or diploma in any other tertiary institution.
Ho Chi Minh City, 2019
NGUYEN THAO THUAN
RETENTION AND USE OF THE THESIS
I hereby state that I, Nguyen Thao Thuan, being a candidate for the degree of
Master of Arts (TESOL), accept the requirements of the University relating to the
retention and use of Master’s Theses deposited in the Library.
In terms of these conditions, I agree that the original of my Master’s Thesis
deposited in the Library should be accessible for the purposes of study and research,
in accordance with the normal conditions established by the Librarian for the care,
loan, and reproduction for theses.
Ho Chi Minh City, 2019
NGUYEN THAO THUAN
ACKNOWLEDGEMENTS
This Master of Arts in TESOL thesis is the result of a fruitful collaboration
of all the people who have kindly contributed with enormous commitment and
enthusiasm in my research. Without the help of those who supported me at all times
and in all possible ways, it would not have been feasible for me to complete my
M.A. thesis.
First of all, I am deeply indebted to my supervisor, Le Thi Thanh Thu Ph.D.,
whose compassions, encouragement and guidance throughout the research have
helped in the completion of this thesis. I have truly learned from the excellence of
her skills and from her wide experience in research; no words are adequate to
describe the extent of my gratitude.
I am also sincerely grateful to all lecturers of the Open University in Ho Chi
Minh City for providing me with invaluable sources of intellectual knowledge
during my study there. This knowledge was very useful when I conducted this
research.
I owe a great debt of gratitude to the anonymous participants who
contributed data to this thesis. Without them the data collection for this study could
not properly been carried out.
Last but not least, I would like to express my particular gratitude to my
beloved family for their unconditional love, understanding, encouragement, and
financial and spiritual support over time and distance.
TABLE OF CONTENT
Page
ABSTRACT i
STATEMENT OF AUTHORSHIP ii
RETENTION AND USE OF THE THESIS iii
ACKNOWLEDGEMENT iv
TABLE OF CONTENTS v
LIST OF TABLES ix
LIST OF FIGURES AND CHARTS x
CHAPTER 1: INTRODUCTION 1
1.1. Background of the study 1
1.2. Objectives of the study 3
1.3. Research questions 3
1.4. Significance of the study 3
1.5. Organization of the study 4
CHAPTER 2: LITERATURE REVIEW 5
2.1. Definitions of vocabulary 5
2.2. Aspects of knowing a word 5
2.2.1. Word form 6
2.2.2. Word grammar 7
2.2.3. Word use 7
2.2.4. Word formation 8
2.2.5. Word meaning 8
2.3. The importance of vocabulary learning 9
2.4. The stages of teaching vocabulary 10
2.4.1. Presentation 10
2.4.2. Practice 11
2.4.3. Production 11
2.4.4. Review 12
2.5. How to learn vocabulary effectively 12
2.6. Characteristics of young learners 13
2.7. Learners’ attitudes in language learning 15
2.7.1. Definitions and components of attitudes 15
2.7.2. The importance of attitudes 15
2.8. Games in language learning 16
2.8.1. Definitions of games 16
2.8.2. Types of games 16
2.8.3. Cooperative vocabulary games 17
2.8.3.1. Definitions 17
2.8.3.2. Types of cooperative vocabulary games 17
2.8.4. The advantages of using games in language teaching and learning 19
2.8.5. The disadvantages of games 20
2.8.6. When to play games 21
2.9. Previous studies 22
2.9.1. International studies 22
2.9.2. Vietnamese studies 23
2.10. Chapter summary 25
CHAPTER 3: METHODOLOGY 26
3.1. Research setting 26
3.1.1 Research site 26
3.1.2 Participants of the study 27
3.2. Research design 28
3.3. Description of the material 29
3.4. The experimental procedures 30
3.4.1. Time distribution 30
3.4.2. Teaching procedures of the experimental group and control group 35
3.5. Data collection instruments 37
3.5.1. Attitude questionnaire 37
3.5.2. Vocabulary tests 38
3.6. Data analysis methodology 40
3.7. Reliability and validity 41
3.7.1. Reliability and validity of vocabulary tests 41
3.7.2. Reliability and validity of attitude questionnaire 41
3.8. Summary 42
CHAPTER 4: DATA ANALYSIS AND DISCUSSION 43
4.1. Questionnaire analysis and discussions 43
4.1.1. The students’ affective attitudes toward learning vocabulary with
games
43
4.1.2. The students’ cognitive attitudes toward the benefits of games in
their learning vocabulary with games
44
4.1.3. The students’ general affective and behavioral attitudes on gamebased vocabulary lessons
46
4.1.4. Discussions on the research question 1 48
4.2. Test analysis and discussions 50
4.2.1. Pre-test between experimental group and control group 50
4.2.2. Pre-test and Post-test 1 within each group 52
4.2.2.1. Pre-test and Post-test 1 within the experimental group 52
4.2.2.2. Pre-test and Post-test 1 within the control group 54
4.2.3. Post-test 1 and Post-test 2 within each group 55
4.2.3.1. Post-test 1 and Post-test 2 within the experimental group 55
4.2.3.2. Post-test 1 and Post-test 2 within the control group 57
4.2.4. Post-test 1 between experimental group and control group 59
4.2.5. Post-test 2 between experimental group and control group 60
4.2.6. Discussions on research question 2 63
CHAPTER 5: CONCLUSIONS AND RECOMMENDATIONS 67
5.1. Summary of results 67
5.2. Recommendations for teachers 69
5.3. Limitations of the study 70
5.4. Recommendations for further research 70
REFERENCES 72
APPENDIX 3.1: LESSON PLAN UNIT 10 (ENGLISH TIME 5) 78
APPENDIX 3.2: LESSON PLAN UNIT 1 (ENGLISH TIME 6) 80
APPENDIX 3.3: LESSON PLAN UNIT 2 (ENGLISH TIME 6) 82
APPENDIX 3.4: LESSON PLAN UNIT 3 (ENGLISH TIME 6) 84
APPENDIX 3.5: LESSON PLAN UNIT 4 (ENGLISH TIME 6) 86
APPENDIX 3.6: LESSON PLAN UNIT 5 (ENGLISH TIME 6) 88
APPENDIX 3.7: QUESTIONNAIRE (ENGLISH VERSION) 90
APPENDIX 3.8: QUESTIONNAIRE (VIETNAMESE VERSION) 92
APPENDIX 3.9: THE PRE-TEST 94
APPENDIX 3.10: THE POST-TEST 1 97
APPENDIX 3.11: THE POST-TEST 2 100
APPENDIX 4.1: TEST SCORES 103
LIST OF TABLES
Page
Table 3.1 The research design 29
Table 3.2 Main activities of the study 31
Table 4.1 The students’ affective attitudes toward learning vocabulary with
games
43
Table 4.2 The students’ cognitive attitudes toward the benefits of games in
vocabulary learning
45
Table 4.3 Group statistics on the pre-test results 50
Table 4.4 Independent Samples t-test on the pre-test of the two groups 51
Table 4.5 Paired samples statistics of the pre-test and the post-test 1 within
the experimental group
53
Table 4.6 Paired samples t-test of the pre-test and the post-test 1 of the
experimental group
53
Table 4.7 Paired samples statistics of the pre-test and the post-test 1 within
the control group
54
Table 4.8 Paired samples t-test of the pre-test and the post-test 1 of the
control group
55
Table 4.9 Paired samples statistics of the post-test 1 and the post-test 2
within the experimental group
56
Table 4.10 Paired samples t-test of the post-test 1 and the post-test 2 of the
experimental group
57
Table 4.11 Paired samples statistics of the post-test 1 and the post-test 2
within the control group
58
Table 4.12 Paired samples t-test of the post-test 1 and the post-test 2 of the
control group
58
Table 4.13 Group statistics on the post-test 1 of the experimental and control
groups
59