VIET NAM NATIONAL UNIVERSITY-HA NOI Style Definition: thom2: Font: Italic, Space After: 0,5 line UNIVERSITY OF LANGUAGES & INTERNATIONAL STUDIES Style Definition: thom3: Font: Bold, Space Before: 0,2 line, After: FACULTY OF POST – GRADUATE STUDIES 0,4 line ***************** Style Definition: TOC 3: Tab stops: 15,5 cm, Right,Leader: … + Not at 16,07 cm Formatted: Font: 14 pt NGUYỄN THỊ THƠM Formatted: Font: Formatted: Font: 14 pt EMPLOYING KAHOOT GAME TO IMPROVE FIRST YEAR STUDENTS’ ENGLISH GRAMMAR ACCURACY: AN EXPERIMENTAL RESEARCH AT AN ENGINEERING UNIVERSITY IN THE NORTH VIETNAM SỬ DỤNG TRÒ CHƠI KAHOOT ĐỂ TĂNG CƯỜNG ĐỘ CHÍNH XÁC NGỮ PHÁP TIẾNG ANH CỦA SINH VIÊN NĂM NHẤT: MỘT NGHIÊN CỨU THỰC NGHIỆM TẠI MỘT TRƯỜNG ĐẠI HỌC KỸ THUẬT TẠI MIỀN BẮC VIỆT NAM M. Minor Thesis Formatted: Font: Field: English Teaching Methodology Formatted: Font: 14 pt Code: 8140231.01 Hanoi - 2018 z VIET NAM NATIONAL UNIVERSITY-HA NOI UNIVERSITY OF LANGUAGES & INTERNATIONAL STUDIES FACULTY OF POST – GRADUATE STUDIES ***************** NGUYỄN THỊ THƠM Formatted: Font: EMPLOYING KAHOOT GAME TO IMPROVE FIRST YEAR Formatted: Font: 14 pt STUDENTS’ ENGLISH GRAMMAR ACCURACY: AN EXPERIMENTAL RESEARCH AT AN ENGINEERING UNIVERSITY IN THE NORTH VIETNAM SỬ DỤNG TRÒ CHƠI KAHOOT ĐỂ TĂNG CƯỜNG ĐỘ CHÍNH XÁC NGỮ PHÁP TIẾNG ANH CỦA SINH VIÊN NĂM NHẤT: MỘT NGHIÊN CỨU THỰC NGHIỆM TẠI MỘT TRƯỜNG ĐẠI HỌC KỸ THUẬT TẠI MIỀN BẮC VIỆT NAM M. Minor Thesis Formatted: Font: Field: English Teaching Methodology Formatted: Font: 14 pt Code: 8140231.01 Supervisor: Trần Thị Duyên, Ph.D Hanoi - 2018 z DECLARATION OF AUTHORSHIP Formatted: thom1, Centered I certify that this thesis is the result of my own research and the substance of Formatted: Font: Not Bold this thesis has not, wholly or in part, been submitted for a degree to any other universities or institutions. Formatted: Font: Not Bold i z ACKNOWLEDGEMENTS Formatted: thom1, Centered First and foremost, I would like to express my deepest gratitude to my Formatted: Font: Not Bold supervisor, Dr.
Tran Thi Duyen for her invaluable assistance, constructive criticism, and encouragement without which my thesis would not have been accomplished. Secondly, I am thankful to all the lecturers and staff of the Post-Graduate Formatted: Font: Not Bold Department of University of Languages and International Studies, Vietnam National University for their scientific knowledge, guidance and enthusiasm during my course. My sincere thanks also go to my friend - Mrs Nguyen Thi Thu Ha and her Formatted: Font: Not Bold students for their substantial support for the data collection for this study. In addition, I would like to express my gratitude to my friend – Mrs.
Bui Formatted: Font: Not Bold Hong Van who helped me to proofread and edit my writing. Last but not least, I owe my deep thanks to my family and friends who have Formatted: Font: Not Bold helped and encouraged me while I was conducting the research. NGUYEN THI THOM Formatted: Font: Not Bold Formatted: Font: Not Bold ii z ABSTRACT Formatted: thom1, Centered Grammar learning plays an important role in second language acquisition. Formatted: Font: Not Bold Games have been considered an effective tool for enhancing English teaching and learning process.
The paper aims to study the use of Kahoot game for enhancing the effectiveness of English teaching and learning process at one University in Hanoi and investigate students’ attitude of 1st-year students toward Kahoot game at this University. In order to conduct the study, three data collection tools were employed: (1) tests, (2) questionnaires and (3) interviews. The research results show that the employment of Kahoot game help improve the students’ grammar accuracy. In addition, most of the students indicated positive attitudes towards the use of Kahoot game in English lessons and it seems that the integration of Kahoot game could help increase the students’ learning motivation.
It is hoped that the study can be a useful source of reference for teachers and practitioners who are looking for ways to improve their teaching of English language, especially English grammar, to support learners. iii z TABLE OF CONTENTS Formatted: Right: -0,5 cm Formatted: Font: 14 pt DECLARATION OF AUTHORSHIP. i Formatted: Font: (Default) Times New Roman, 14 pt, Font color: Auto ACKNOWLEDGEMENTS. iii LIST OF TABLES AND FIGURES.
4 CHAPTER 1: LITERATURE REVIEW. Definition of grammar. The roles of grammar in ELT. For-grammar perspectives.
Against-grammar perspectives. The methods of teaching grammar. Grammar-Translation Method. Communicative Language Teaching.
Definition of games. Advantages of games. When to use games.Review of previous related studies. Summary of the chapter.
The English teaching at Engineering University. The current textbook Topnotch 2 (version 3) in use at Engineering University and its grammar. Employing Kahoot games in teaching grammar. The background of Kahoot.
Creation of quizzes in Kahoot. How to play Kahoot in the classroom. Effects of using Kahoot games to teach English Grammar. The setting of the study.
Data collection instruments. Pre-test and post-test. Data collection procedure .Summary of the chapter. 32 CHAPTER 3: RESEARCH RESULTS AND DISCUSSION.
45 PART 3: CONCLUSIONS AND IMPLICATIONS. Suggestion for further research. Aim of the study. Method of the study.
Significance of the study. Structure of the thesis. Definition of grammar. The roles of grammar in ELT.
For-grammar perspectives. Against-grammar perspectives. The methods of teaching grammar. Grammar-Translation Method.
Communicative Language Teaching. Definition of games. Advantages of games. When to use games.Review of previous related studies.
Summary of the chapter. The English teaching at Engineering University. The current textbook Topnotch 2 (version 3) in use at Engineering University and its grammar. Employing Kahoot games in teaching grammar.
The background of Kahoot. Creation of quizzes in Kahoot. How to play Kahoot in the classroom. Effects of using Kahoot games to teach English Grammar.
The setting of the study. Data collection instruments. Pre-test and post-test. Data collection procedure .Summary of the chapter.
Suggestion for further research. 49 Formatted: Font: 14 pt DECLARATION OF AUTHORSHIP. i Formatted: Font: 14 pt, Font color: Text 1 ACKNOWLEDGEMENTS. ii vii z ABSTRACT.
iii Formatted: TOC 1, Tab stops: Not at 15,3 cm LIST OF TABLES AND FIGURES. 4 CHAPTER 1: LITERATURE REVIEW. Definition of grammar. The roles of grammar in ELT.
The methods of teaching grammar. Definition of games. Advantages of games. When to use games.
Employing Kahoot game in teaching grammarError! Bookmark not defined. The background of Kahoot. Error! Bookmark not defined. Creation of quizzes in Kahoot.
Error! Bookmark not defined. How to play Kahoot in the classroom. Error! Bookmark not defined. Effects of using Kahoot game to teach English Grammar.
Error! Bookmark not defined.Summary of the chapter. The English teaching at Engineering University. The current textbook Topnotch 2 (version 3) in use at Engineering University and its grammar. The setting of the study.
Data collection instruments. Pre-test and post-test. Data collection procedure .Summary of the chapter. 32 CHAPTER 3: RESEARCH RESULTS AND DISCUSSION.
45 PART 3: CONCLUSIONS AND IMPLICATIONS. 46 Formatted: TOC 1, Line spacing: 1,5 lines, Tab stops: Not at 15,3 cm 2. 47 Formatted: TOC 1, Left, Tab stops: Not at 15,3 cm 3. Suggestion for further research.
48 Formatted: TOC 1, Line spacing: 1,5 lines, Tab stops: Not at 15,3 cm REFERENCES. 60 Formatted: Line spacing: 1,5 lines, No widow/orphan control APPENDIX III. 66 ix z LIST OF TABLES AND FIGURES Formatted: thom1, Centered Formatted: Font: Bold Formatted: Font: Not Bold Table 3.1: The pre-test results of the control and experimental group .2: The post-test results of the control and experimental group .3: Descriptive statistics for the pretest and post-test of the experimental and control groups.4: Participants’ attitudes towards Kahoot (percentage) .5: Means of five dimensions. 32 Field Code Changed Formatted: Hyperlink, Font: 12 pt, Figure 3.1: Student’s attitudes towards the Kahoot game by mean.
42 Not Bold, Check spelling and grammar Formatted: Font: 14 pt Formatted: Hyperlink, Font: 12 pt, Not Bold, Check spelling and grammar Formatted: Font: 14 pt Formatted: Font: x z PART I: INTRODUCTION Formatted: thom1, Centered 1. Rationale Formatted: thom1 English has become an important mean of international communication and Formatted: Font: Not Bold an essential tool for international integration. Therefore, the demand for learning English is increasing, especially in Vietnam where English is one of the main subjects at school, and among the compulsory subjects of the entrance exams to a number of universities. At Engineering University, the teaching and learning of English play an important part in the educational program.
In particular, students will not be allowed to learn their major subjects if they do not meet the requirement in terms of English proficiency. To facilitate English learning, students and teachers are equipped with good learning condition and various technological devices such as fast and reliable internet access in the classroom, laptops for individual students and teachers, projectors, speakers, etc. Given the importance of English to their study, most of the students are trying their best to learn English. However, many students claim that they feel bored with grammar lessons and do not spend time on learning them because the structures, tenses are difficult for them to remember.
In the search for an effective method to help students learn English grammar, the researcher found that Kahoot game has the potential to help students learn English grammar well; especially the game can help students consolidate and memorize the structures and their usage. Taken into consideration the good teaching and learning facilities at Engineering University as well as the students’ learning needs, the researcher believes that employing Kahoot game could be a workable solution for the teaching of English grammar there. Thus, the researcher decided to conduct a research on the issue. The research is entitled “Employing Kahoot game to improve first- 1 z year students’ grammar accuracy: An experimental research at an Engineering University in North Vietnam”.
Aim of the study Formatted: Font: The study aimed to investigate: Formatted: Font: Not Bold the effects of Kahoot game on first year students’ English grammar Formatted: Font: Not Bold accuracy. students’ attitudes toward the use of Kahoot game in the English Formatted: Font: Not Bold grammar class. Research questions Formatted: Font: The research is carried out with an attempt to find out the answer to the Formatted: Font: Not Bold following research questions: 3. What are the effects of Kahoot game on first year students’ English Formatted: Font: Not Bold grammar accuracy? 3.
What are students’ attitudes toward the use of Kahoot game in the Formatted: Font: Not Bold English grammar lessons? 4. Method of the study Formatted: Font: This study will be an experimental research. The researcher will use three Formatted: Font: Not Bold types of data collection tools: Pre-test and post-test to measure the effects of Kahoot game on students’ grammar accuracy and survey questionnaires and interviews to investigate the attitude of the student toward the Kahoot game To protect the confidentiality of the university and participants, a speudoname is used this study instead of the real name of the university and participants are numbered from S#1 to S#25 for both control and experimental groups. Significance of the study Formatted: Font: The study is significant in terms of the research results and the research design employed.
Since improving the effectiveness of English language teaching and learning has become one of the major concerns for English 2 z language teachers, researchers and policy makers, the findings of the study will contribute significantly to the field of English language teaching.The study can be used as a reference for teachers and practitioners who are searching for an effective way to teach English grammar.