VIETNAM 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 VIETNAM 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 Methodology Code: 8140231. Võ Dai Quang HA NOI - 2024 DECLARATION 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, 2024 The researcher Bui Thi Mai Hoa Approved by SUPERVISOR (Signature and full name) Assoc. Võ Dai Quang Date: .- ACKNOWLEDGEMENTS I 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 and compelling 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 researcher from the professors and lecturers at the University of Languages and International 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 latest research 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 of employment. Finally, I want to express my gratitude to all of my family and friends for their unwavering encouragement and support throughout this project.
Their love, kindness, and understanding helped me to stay motivated and focused during the ups and downs of this process. il ABSTRACT Students 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 findings provide valuable insights for teachers seeking to enhance English language teaching and learning activities.
Overall, learning vocabulary with games offer an effective and enjoyable approach to improving students' vocabulary retention and fostering a positive learning environment. ill TABLE OF CONTENTS DECLARATION OF AUTHORSHIP. HH HH HH HH rưệt il D5) (00. iii LIST OF TABLES.- ecceeeseeseeeseceeeeaeeeeeeseceaeeaeeeaeeseeeaeseeeaeeeeees vii LIST OF FIGURES.
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Scope Of the Study.G111 HH HH tt 2 1. Method of the Study. Organization Of the tÏh€S1S.- - + s11 19119 111 ng ng ng ệc 4 CHAPTER 2: LITERATURE REVIEW. c1 TH HH ni 5 2.
Definitions Of vOCabllaT.- --- «<< HnH ng n ng n HH 6 2. Vocabulary learning and teaching strategies .G- G1it 9 NEW VOCADULALY. Types Of CaImes. -- -ó G1 11H TH TH ng II 2.
Efficiency of game in learning new vocabulary .- -- c1 HH TH 17 CHAPTER 3: METHODOLOGY.- Gà SH ri, 21 3. Restatement of research QUeStiONS. Definition of an action research. Principles of an action research.
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41 CHAPTER 4: FINDINGS AND DISCUSSION. Data analysis of the vocabulary tests. Data analysis of questionnaire for students. The effectiveness of games to enhance 3rd grade students’ vocabulary retention at a primary school in Hai Phong.
The student’s attitudes towards the use of games to improve students’ M9:I0iiria0i9ï9010/19):Ẽ2020022Đ77.-- --- ‹ + + 1xx vn TH TH ng triệt 55 5.- --c- «+ xxx ng nếp 56 5. Limitations of the Study .-- G SG 11211219911 9 1 vn ng ng ky 58 5. Suggestions for further Study .- --c cv vn, 58 REFERENCES.1E1ree I APPENDIX I: LESSON PLANS .ccsscssscssssssesssessesssessesssessesssessesssesseeseessess I APPENDIX II: TEST (PRE-POST) .sscsssesssessssesseessesssesssesssessseesees xII APPENDIX III: QUESTIONAIRE.-- 2252 52s2£xczxezxcrxed XXV APPENDIX IV: PHIẾU ĐÒNG THUẬN CHO HỌC SINH THAM GIA NGHIÊN CỨU. XXVI APPENDIX V: PHIẾU BONG THUẬN THAM GIA NGHIÊN CỨU.
XXVIII APPENDIX VI: PHOTOS.-- 2-52 ©5SSEc2EE£EESEEEEEerkrrkrerreee XXIX VỊ LIST OF TABLES Table 1: 20 Units in Global success 3 textbOOKS .-- 5555 <++s+++ 35 Table 2: Classify students on a 10-point scaÌe.-- «5 «5< £<c+scesx 36 Table 3: Scores of pre-test and post-test of studen(s. -‹- «+ «<<«+ 44 Table 4: Tests of Normality for 2 €yCÏ€S.- 55555 +*esseeeseerss 45 Table 5: Characteristic parameters of the results of pre- test and post- test for 0/0111. 45 Table 6: The significant difference of the pretest and posttest mean scores of 0.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 LIST 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 CHAPTER 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.
Rationale for the research “Without grammar very little can be conveyed, without vocabulary nothing can be conveyed. “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. 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 ideas clearly 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 that students 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 being placed on students and their learning as opposed to teachers and their instruction.
This change has been reflected in various ways in a number of learning strategies books published by reputable publishers such as Oxford (1990), O'Malley and Charmot (1990), Nunan (1991), Nation (1990), and soon. 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 the theoretical-practical gap by assessing the effectiveness of Games in enhancing vocabulary 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 the quality of teaching and learning English vocabulary to third grade students in general, and for all students at a primary school in Hai Phong specifically.
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.
To investigate the attitudes of students towards using games to enhance 3” grade students’ vocabulary retention at a primary school in Hai Phong. Research questions To make it easier to understand, the objectives can be rephrased as the following 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.
Scope of the study This study was conducted with the participation of 36 students at grade 3 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 and objectives could be thoroughly examined. In addition to assessing the usefulness of games in vocabulary instruction and looking into students' attitudes toward learning English vocabulary through games, the research offered insights into the context of vocabulary instruction. 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 the reasons 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: Strongly Agree (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.
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 to understand how well games help students learn vocabulary.