L THANG LONG UNIVERSITY ENGLISH DEPARTMENT GRADUATION PAPER EFFECTIVENESS OF EDUCATIONAL GAMES AS A TOOL IN TEACHING ENGLISH VOCABULARY TO YOUNG LEARNERS AT ELEMENTARY LEVEL Supervisor: Phi Thi Thu Trang (Ph.D) Student’s name: Nguyén Thi Hong Hué Student’s code: A38360 Major: English language Hanoi, October 2023 ACKNOWLEDGEMENTS I would like to express my heartfelt gratitude to all those who have contributed to the successful completion of my research study on "Effectiveness of educational games in teaching English vocabulary to young learners at elementary level" and the subsequent completion of my graduate paper. First and foremost, I would like to extend my deepest appreciation to my supervisor, Ms. Phi Thi Thu Trang for her guidance, support, and valuable insights throughout the entire research process. Her expertise and experience have been instrumental in shaping the direction and quality of this study.
I am truly grateful for her patience, encouragement, and timely feedback, which greatly contributed to the improvement and completion of this paper. I would also like to extend my appreciation to the faculty members of English Language Department, who have imparted valuable knowledge to us during our time studying at Thang Long University. Thanks to the guidance and instruction of my teachers, my academic learning journey became richer and my graduate paper can be completed well. Furthermore, I would like to express my gratitude to the young learners who participated in this study.
Their willingness to be involved and their commitment to the research process have been crucial in gathering the necessary data for analysis. Their enthusiasm and cooperation have made this study possible, and I am truly grateful for their time and support. Due to the first-time exposure to the research and the limited time and knowledge, my study still has some shortcomings. I look forward to receiving valuable comments from the lectures to improve this thesis and raise my consciousness.
Yours sincerely, Nguyễn Thị Hồng Huệ | HANG LONG UNIVERSITY STATEMENT FROM CANDIDATE This graduation paper contains no material which has been submitted for examination in any other course or accepted for any other degree or diploma in any university. To the best of my knowledge and belief, it contains no material previously published or written by another person, except where due reference is made in the text. Supervisor’s signature Student’s signature TABLE OF CONTENTS ABSTRACT.cssscssssssssssssssoscsscssenecssssssssessssssccssccssscscessccessoscnscoososssesesensesesscees 1 CHAPTER 1: INTRODUCTION. Rationale of the ai 2a.
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Mean and std. deviation of the questionnaire scores for learners of the experimental group in terms of views on games after the Intervention. Mean and std. deviation of the questionnaire scores for learners of the experimental group in terms of attitudes after the inferVenion:.----« «<< <<+ 32 LIST OF FIGURES Figure 3.
Experimental research €SIET. ng ng 16 Figure 4. Differences of the two tests between the control and experimental groups ABSTRACT The quantitative study explores the effectiveness of educational games in teaching English to children at an elementary level. The research was conducted at English Ms.
Huong Susan Center, Hanoi, Vietnam. Thirty-five young learners of the center aged between 11 and 12 years old were divided into two groups: control and experimental group. The experimental group was taught using educational games in which children participated, while the control group was taught using a repetition method. The researcher employed descriptive statistical analysis to analyze the frequency and percentage of the respondents and inferential statistical analysis to mainly T-test.
The main findings of the present study revealed that employing educational games is effective and beneficial for learning vocabulary and there is a statistically significant difference in the mean scores between students of the two groups. Specifically, the mean post-test score of students in the experimental group (Mean = 8.22) was significantly higher than that of students in the control group (Mean = 5. Moreover, the findings indicated no significant difference in the mean score of the pre and post-test across gender students (Mean = 8.00 for males compared with Mean = 8.44 for female students). Finally, regarding the students' views of educational games, the current study's finding was quite supportive.
According to the students, the games were not only informative and entertaining but also aided in reinforcing their learning, and they also found them effective for retaining new knowledge and promoting collaboration with classmates while increasing their interest in further education. Key words: educational games, English vocabulary, young learners, vocabulary acquisition, teaching vocabulary, elementary level | THANG LONG CHAPTER 1: INTRODUCTION UNIVERSITY “Without grammar very little can be conveyed, without vocabulary nothing can be conveyed” (Wilkins, 1972, pp. 110-111) [62] Being inspired by the quote, I, a student as well as a language teacher, strongly believe that the success of learners' language depends significantly on a wide range of vocabulary. Especially, with the application of educational games from teachers in each lesson, achievements in academic life can be more easily attained.
The current chapter deals with the rationale of the study as well as the purposes of the study with the research question. This chapter also provides background information for the object, the scope of the study the methods used to conduct the experiments. The last two parts of the chapter articulate the significance of the research and present the organization of the study. Rationale of the study In today's world, English has emerged as the dominant language and has been accepted as the universal language spoken across the globe by around 1.5 billion people worldwide using.
Furthermore, an English certificate offers more opportunities to get directly into the top universities without competing fiercely with other candidates, like Vietnam for example. Thus, it is imperative for individuals to know the significance of learning English and start teaching it to their children at a very young age. Vocabulary is the key to unlocking the beauty and power of language because it connects all four language skills listening, reading, speaking, and writing. Therefore, it is vital for learners of English to know a rich and diverse vocabulary and understand how to use them.
Meanwhile, leaners have difficulty memorizing the spelling, pronunciation, and meanings of numerous new words, applying them in speaking and writing, and usually needing clarification when looking up the dictionary. Even though students are aware of the value of vocabulary in language learning, the majority of Vietnamese students pick up vocabulary through passive means, such as the teacher's explanation of word's meaning or definition, pronunciation, spelling, or grammatical function. They find vocabulary lessons boring because they have yet to 2 change their learning patterns, such as writing words in books, attempting to memorize them, or passively taking in the teacher's explanations. Studies have indicated that students with a vast vocabulary tend to excel in English.
It has also been observed that young learners respond better to fun, interactive, and enjoyable lessons that stimulate their senses and promote effective learning instead of the arid, tedious traditional way of learning English vocabulary. Therefore, it is crucial to provide them with engaging activities for teaching and learning English to stimulate their senses for optimal learning outcomes and save much time learning vocabulary. For the above reasons, research on the effectiveness of using educational games in teaching English vocabulary is proposed to determine the effectiveness of educational games in teaching English vocabulary to young learners and provide solutions for learners to overcome difficulties and achieve high learning efficiency. Purposes of the study The first purpose of this current study is to investigate the impact of using educational games in teaching English vocabulary to young elementary learners to provide a fun atmosphere and use fun activities to teach various words.
Another purpose of this study is to reflect on the role of using educational games for young learners, which guide individuals to higher stages of vocabulary learning development based on the learners’ needs and potential talents and in a distinctive method for a group of young learners at elementary, especially by genders. Finally, it is to figure out the most influential games for learning vocabulary, which is getting children's love. Research questions With the purposes mentioned above, the present study attempts to answer the following research questions: 1. Is there a statistically significant difference in the effectiveness of using educational games in teaching English vocabulary to young learners at the elementary level? 2.
Is there a statistically significant difference in the effectiveness of using educational games in teaching English vocabulary between genders? 3. What are learners’ views about educational games as a vocabulary learning tool in the vocabulary lesson? THANG LONG UNIVERSITY The current study investigated the effectiveness of using educational games in teaching English vocabulary to young learners at the elementary level at the English Ms. Huong Susan Center. The participants were 35 students, including 18 females and 17 males.
Their ages range from 11 to 12. Scope of the study The scope of the study focuses on the effectiveness of using educational games in teaching English vocabulary to young learners at the elementary level, specifically targeting students aged 11 to 12 for the school year 2023-2024. It is conducted over a period of six weeks of 12 sessions from October to November 2023 at an English center called Ms. Huong Susan English in Hoai Duc District, Hanoi City.
During that time, students learn a specific set of vocabulary related to a certain field that will be chosen according to the English 6 Global Success book from Unit 1 to 4, such as school, friend, house, and neighborhood. Research Methods The present quantitative study examines the effectiveness of educational games in teaching English vocabulary to young elementary learners. This study is conducted through experimental design and survey research. Quantitative data will be collected through pre-test and post-test to measure vocabulary development in both groups.
A total of 35 students, including 17 males and 18 females whose age range is between 11 and 12 years, are assigned into two equal experimental and control groups. While the control group was taught in the traditional way of teaching vocabulary, the experimental group received instruction with the educational games in 6 weeks with 12 sessions, each 45 minutes; after the course, two groups took a post-test. The quantitative data were analyzed using descriptive and inferential statistics to determine any significant differences between the two groups and the two genders. At the end of the course, all students in the experimental group answered the questions in the survey to express their opinions on the satisfaction level of using games in learning in vocabulary lessons in terms of engagement, vocabulary memorization, intellectual stimulation, participation, and interest.
Significance of the study Regarding scientific significance, the study's findings contribute to the existing body of research about the educational games' impact on vocabulary learning. Similarly, it adds to the scientific knowledge base and also informs future language acquisition and educational psychology studies. Furthermore, valuable responses to these research issues could uncover the underlying cognitive processes involved in vocabulary acquisition as well as how games facilitate memory retention, word association, and language production.