My proposal for coming thesis

Embed Size (px)

Citation preview

  • 7/30/2019 My proposal for coming thesis

    1/26

    Leonora Jahpar ( 750131125202002)

    1

    TABLE OF CONTENT

    CONTENT PAGE

    CHAPTER 1

    1.1 Introduction 3

    1.2 Research Background 3

    1.3 Problem Statement 4

    1.4 Conceptual Framework 5

    1.5 Research Questions 6

    1.6 Research Objectives 7

    1.7 Research Hypothesis 8

    1.8 Significance of Research 9

    1.9 Limitation of Research 10

    2.0 Definitions of Terms

    2.1 Game 11

    2.2 Grammar 11

    2.3 Noun 11

    2.4 Verb 11

    2.5 Adverb 12

    Summary 12

    CHAPTER 2

    LITERATURE REVIEW

    2.1 Introduction 13

    2.2 Related Literature 13

    2.2.1 English Grammar 13

    2.2.2 Games 14

    2.3 Related Research 15

    2.4 Summary 18

    CHAPTER 3

    RESEARCH METHODOLOGY

    3.1 Methodology 19

  • 7/30/2019 My proposal for coming thesis

    2/26

    Leonora Jahpar ( 750131125202002)

    2

    3.2 Research Design 19

    3.3 Population and Sampling 20

    3.4 Research Instrument 20

    3.5 Date Collection Procedure 21

    3.6 Date Analysis Procedure 21

    3.7 Summary 22

    References 23

  • 7/30/2019 My proposal for coming thesis

    3/26

    Leonora Jahpar ( 750131125202002)

    3

    CHAPTER 1

    1.1Introduction

    This research is initially attempted to study and determine the effectiveness and

    productiveness of games in grammar teaching and learning. The selected grammar items for

    the purpose of this research are noun, verbs and adverb. A few important items are outlined in

    this report which is critical in the quest to examine and determine the effectiveness and

    productiveness of games in learning the grammar items. First is the research background.

    Second is the problem statement. Third is the purpose of research. Fourth is the research

    significance. Fifth is the limitation of research. The subjects of the study are predetermined to

    be the low achiever students in English language. These students have low proficiency of

    English language and are generally weak grammatically.

    1.2Research Background

    For the purpose of teaching English inside and outside the classroom, games

    are accepted as one of the effective yet fun methods of teaching especially where the subjects

    are the low achiever students with low proficiency of English language. In the context of

    Malaysian education system today, the application of games in learning grammar is not

    extensive. Therefore, this research also aims at the possibility of its wide usage in grammar

    learning.

  • 7/30/2019 My proposal for coming thesis

    4/26

    Leonora Jahpar ( 750131125202002)

    4

    In fact, games are rarely applied in grammar learning before but are gaining

    frequency lately due to its proven effectiveness and productiveness based on previous

    research and published reports. Games do give a positive impact on students performance.

    The research and reports which are related relationship of games and its effectives in teaching

    in plus learning English language clearly show that games play imperative role in English

    language learning. Games are not just fun, entertaining and are able to create an alive teaching

    and learning atmosphere but are also able to function as one of the motivational drive that

    certainly assist the students to learn English language including the grammar items

    effectively. Furthermore it is deemed suitable and can be tailored to the needs and ability of

    low achievers for the purpose of teaching English grammar.

    1.3Problem Statement

    English grammar items have been given utmost priority in the teaching of English

    language as a second language in Malaysian schools for so long. The problem of English

    language inefficiency and poor grammar skills among Malaysian students; either in the lower

    or higher learning institutions nowadays are evident. It is a fact which is undeniable anymore.

    Grammatical incompetence is very common among todays Malaysian students in general.

    This is most notably among the rural students. Baradan Kuppusamy in his article

    entitled Malaysians Embrace English which was published on Wednesday, August 24th

    , 2005

    on Asia Times Online wrote that in Malaysia, about 20,000 graduates are estimated to be

    unemployed because of poor communication skills and most of them are from rural

    backgrounds.

  • 7/30/2019 My proposal for coming thesis

    5/26

    Leonora Jahpar ( 750131125202002)

    5

    However, this problem also occurs in many urban schools. Incompetence of

    English language grammar negatively promote difficulties in using the English language in

    general thus lead to several critical problems which are English language related.

    As such, this research seeks to investigate and determine the usage of games as

    effective supporting teaching of grammar item of article method. This research also seeks

    ways of using and applying games to minimize if not to solve entirely the existing English

    language related personal and the language itself problems in learning English effectively and

    acquire the grammar skills successfully.

    1.4Conceptual Framework

    This research seeks to establish the effectiveness and advantages of using and

    applying games in grammar learning in comparison with the traditional and conventional

    grammar teaching inside and outside the classroom. The research design, which is to be used

    is an experimental design. The subjects will be divided into two groups. First is the

    experimental group. The experimental group will be given games treatment. Second is the

    control group. There shall be no games to be used for the control group. Subjects are chosen

    from among the low achievers with weak grammatical skills.

  • 7/30/2019 My proposal for coming thesis

    6/26

    Leonora Jahpar ( 750131125202002)

    6

    1.5Research Questions

    The followings are the research questions which are formulated in order to meet the research

    objectives.

    i. Can teaching English grammar by using games be effective , productive yet fun andentertaining to the students?

    ii. Can games assist in creating a less pressure English grammar is more preferable thanusing just the traditional and conventional way?

    iii. Using games in teaching English grammar contribute towards smart learning andimprove performance?

    iv. How games are able to function as a positive personality and motivational drive to thestudents in learning the English language?

  • 7/30/2019 My proposal for coming thesis

    7/26

    Leonora Jahpar ( 750131125202002)

    7

    1.6Research Objectives

    This research is carried out with an intention to meet the following objectives :

    i. To study whether games can be applied as one of the means or methods in successfulEnglish language instruction and learning.

    ii. To study whether games are able to motivate students to learn English languagegrammar and be successful in the efforts.

    iii. To study whether games are more preferable in comparison with the traditionalmethod of teaching and learning English.

    iv. To study whether games are able to positively drive and change the students behaviortowards English language in general and English grammar specifically.

  • 7/30/2019 My proposal for coming thesis

    8/26

    Leonora Jahpar ( 750131125202002)

    8

    1.7Research Hypothesis

    The followings are the five constructed hypothesis to answer the research questions. Ho

    refers to null hypothesis and Ha refers to alternative hypothesis.

    Ho1 : Games create a fun, entertaining yet fruitful and effectively learning of English

    grammar item among the students.

    Ha1 : Games do not create a fun, entertaining yet fruitful and effective learning of English

    grammar item among the students.

    Ho2 : Games reduce the pressure in English language learning.

    Ho2 : Games do not reduce the pressure in English language learning.

    Ho3 : Methodology of teaching using games and without games will be given equal

    preference in teaching and learning English language.

    Ha3 : Methodology of teaching using games and without games will be not be given equal

    preference in teaching and learning English language.

    Ho4 : Smart learning is promoted by games as well

    Ha4 : Smart learning is not promoted by games.

  • 7/30/2019 My proposal for coming thesis

    9/26

    Leonora Jahpar ( 750131125202002)

    9

    Ho5 : Games motivate students to learn better and retain their interest and attention span in

    learning English language.

    Ha5 : Games do not motivate students to learn better and retain their interest and attention

    span in learning English Language.

    1.8 Significance of Research

    English grammar learning is at most times are a difficult task. Therefore, it is

    common that many Malaysian students fall under the category of low achievers in English

    language. They have weak English language capability. Finding the best method and tool are

    necessary to create , stimulate and drive students to learn and enable the students to learn by

    having fun with less pressure.

    It is also important to promote productive and effective English language learning

    apart from improving the students grammar skills and language proficiency in the long run.

    Furthermore, this research will provide a significance insight supporting the promising role of

    games application. Games help students to understand grammar easily, comfortably since

    there are elements of fun cooperative learning and joyous atmosphere.

    Apart from the above, grammar is an important component of the English

    language and cant be underestimated. Furthermore, grammar skills are important in order to

    be proficient in English grammar items.

  • 7/30/2019 My proposal for coming thesis

    10/26

    Leonora Jahpar ( 750131125202002)

    10

    1.8Limitation of Research

    The followings are among the predicted problem which might be encountered when the actual

    research is carried out.

    i. The random selection in terms of sampling may not show the exact and actualrepresentation of the subjects.

    ii. The research is limited only to the low achievers with weak English Grammar skills.

    iii. There is the possibility of unappealing games to different students as differentindividuals may differ in various ways which certainly will affect the end outcome.

    iv. End results cannot be generalized to other category of students or to students of otherschools.

    v. There is the possibility that the research findings may not represent the actual fact.

  • 7/30/2019 My proposal for coming thesis

    11/26

    Leonora Jahpar ( 750131125202002)

    11

    2.0 Definitions of term.

    2.0.1 Game

    A game is a combination of mental and physical activity or simulation of various

    activities which has fun elements for the purpose of enjoyment. A game is also referred to as a

    structured or semi-structured activity, and at time is also used as an educational tool.

    2.0.2 Grammar

    Grammar is the study of rules governing the use of language. Therefore, English

    grammar refers to the rules that govern the use of English language.

    2.0.3 Noun

    A noun is the name of a person, place, thing or idea.

    2.0.4 Verb

    A verb refers to the word which expresses action or being.

  • 7/30/2019 My proposal for coming thesis

    12/26

    Leonora Jahpar ( 750131125202002)

    12

    2.0.5 Adverb

    An adverb is referred to as a word that tells more about a verb, an adjective or an

    adverb.

    Summary

    The present research is actually an attempt to examine and investigate the

    effectiveness and the productiveness of using games in the learning process of English

    grammar items. The objectives of the research in overall are to determine whether games in

    learning grammar item can really be an effective yet measureable tool as well as foster

    positive attitude positively and motivate the students at the same time. The research questions

    shall guide the conduction of the actual research and the hypotheses are to be tested

    concurrently. Although some limitations may hamper the proceeding and outcome of the

    research, it is hoped that it shall be kept at a minimum level possible.

  • 7/30/2019 My proposal for coming thesis

    13/26

    Leonora Jahpar ( 750131125202002)

    13

    CHAPTER 2

    LITERATURE REVIEW

    2.1 Introduction

    This chapter presents the related literature and research with English grammar

    and the usage of games in the teaching and learning of English. It addresses the importance of

    grammar in English language, the benefits of using games in the teaching and learning

    English grammar plus its contribution at being a motivation driver for the purpose of teaching

    and learning English.

    2.2 Related Literature

    2.2.1 English Grammar

    Grammar is part of the general study of language called linguistics and it is also a

    way of thinking about language . The subfields of grammar are morphology, syntax,

    semantics, phonetics, phonology and pragmatics.

    English grammar is a body of rules that specify how meanings are created in

    English and there are many accounts of the grammar. The descriptivist group describes the

    patterns through which meanings are typically created in functional speech and writing; and

    the prescriptivist group sets out pre-existing rules as to how meanings are created.

  • 7/30/2019 My proposal for coming thesis

    14/26

    Leonora Jahpar ( 750131125202002)

    14

    Leith (1997) defined grammar for linguistics are the level of their analysis of

    linguistics structure which concerns the organization of words into sentences. There are

    prescriptive grammar and also descriptive grammar. Grammar is the system of a language.

    Regina Avalos (2001) in her article of writing stated the importance of grammar

    in English language and that the use of proper grammar is always important in writing both

    for non-fiction and fiction. Poor grammar tends to lead to miscommunication. Grammar

    teaching can be done in many ways and with various tools and activities including games.

    2.2.2 Games

    Lin Hong of the Guangdong Foreign Language Institution in China states that

    school students may wish to play games purely for fun but its the teachers that need to

    consider which games to use, when to use them, how to link them up with the programme and

    how different games will benefit students in different ways as supported by Khan (1996).

    According to Lin Hong, the key to a successful language game is that the rules

    are clear, the ultimate goal is well defined and the game must be fun. Without these elements,

    games may not turn out to be exactly as the expectation of both teacher and students. It may

    also hamper the objective of lesson as well. Therefore, it is an utmost priority for teachers to

    emphasis on these elements while planning and carrying out games for the purpose of

    teaching language.

  • 7/30/2019 My proposal for coming thesis

    15/26

    Leonora Jahpar ( 750131125202002)

    15

    Lin Hong also stated that when giving instructions to beginners, a few words in

    the mother tongue would be the quickest way to make everything clear. Games are the best set

    up by demonstration rather than by lengthy explanation. However, it is very important not to

    play a game for too long as there is a risk that students will begin to lose interest. It is best

    recommended to stop a game at its peak.

    2.3 Related Research

    Chomsky (1957) proposed that a grammar should describe a native speakers

    intuitive understanding of the language he or she uses. Chomsky uses the terms deep

    structure and surface structure to describe that intuitive knowledge. In the beginning

    Chomsky tried to explain how actual language users created and understood grammatical

    structures they had never encountered in previous experience.

    Chomsky later established a set of transformational rules that explained a

    users competence with language. According to him, this competence explains how language

    users could generate grammatical sentences. Chomsky explained that competence in language

    use did not mean a user could invoke the generative rules of the language but it is needed to

    be looked at the term generative grammar in order to better understand Chomskys point.

    Chomsky has identified three basic types of syntactic structures: finite state

    grammar, phrase structure grammar and transformational grammar. Transformational

    grammar is a means of dealing with constituent structures. This is possible through a set of

    rules that are based on the phrase structure, the horizontal structure, the vertical and tree

    structure.. Those rules transform phrase structures into other forms and provide a more

    economical explanation of how language functions. Transformational grammar explains the

    deep structure of a language.

  • 7/30/2019 My proposal for coming thesis

    16/26

    Leonora Jahpar ( 750131125202002)

    16

    In the 1970s there was a great optimism regarding transformational grammar

    where it emphasis on how surface structures can be generated from deep structures and how

    structures can be transformed into stylistic variants.

    Many authors including Rixon (1979) agree that even if games resulted merely

    in noise and entertained students but games are still worth implementing in the classroom in

    view of the fact that games do motivate learners , promote communicative competence, and

    generate fluency. Rixon (1979) suggests that games be used at all stages of the lesson with the

    condition that they are suitable and carefully chosen. He also added that games ought to be at

    the heart of teaching foreign languages.

    Rixon (1981) stated that games which are organized according to rules are

    academically beneficial as well as are enjoyable and most games require choral responses or

    group works. Games are generally used after the presentation in the practice part due to the

    reason that such communicative tasks can only be handled after acquiring sufficient grammar

    and lexical points. Through well-planned games , students can practice and internalize

    grammar extensively with the mixture of fun and entertainment.

    Rixon (1981) stated that while playing games, the students attention is on

    message and not on the language. In a way, students acquire language unconsciously since

    their whole attention is engaged by the activity. The grammar games can be at times simulate

    real life situations. Furthermore, play and competition that are provided by games also reduce

    the stress in the classroom.

  • 7/30/2019 My proposal for coming thesis

    17/26

    Leonora Jahpar ( 750131125202002)

    17

    W.R. Lee (1979) holds that most language games make students use the language

    instead of thinking about learning the correct forms and he also adds that games should be

    treated as central not peripheral to the foreign language teaching programme. On the other

    hand, Hillocks (1986) pointed out in his meta-study on the teaching of grammar as a tool in

    writing instruction that teaching transformational grammar did not seem to have a beneficial

    effect on student writing.

    Richard Amato (1988) stated that games can lower anxiety thus making the

    acquisition of input more likely and he also believes games to be fun. Students are often

    enthusiastic about practicing language by means of games as games are not only fun but assist

    students to learn without a conscious analysis or understanding of the learning process whilst

    they acquire communicative competence as second language users especially for the case of

    low achievers.

    Richard Amato (1988) stated that games add diversion to the regular classroom

    activities, break the ice, and are be able to be used at the same time to introduce new ideas

    which can boost performance of the learners. Zdybiewska (1994) believes games to be a good

    way of practicing language because games provide a model of what students will use the

    language for in real life in the future thus promotes good performance.

    Wierus and Wierus (1994) stated that in the easy and relaxed atmosphere which

    is created by using games, students tend to remember things faster and better. Hansen (1994)

    stated that games are highly motivating and entertaining , plus can give shy students more

    opportunity to express their opinions and feelings. Additionally, games also enable students to

    acquire new experiences within a foreign language that are not always possible during a

    typical lesson and this motivates the students to learn as well.

  • 7/30/2019 My proposal for coming thesis

    18/26

    Leonora Jahpar ( 750131125202002)

    18

    Muhammad Faiq (2005), on his research related to the teaching of English in

    Afghanistan stated that simulations, physical models games and role-playing are also very

    useful and interesting strategies for teaching languages especially English including the

    grammar items.

    2.4 Summary

    In summary previous publications and research showed that games are indeed

    beneficial in the teaching and learning process of English language. However, its sffectivness

    and productivity is primarily determined by the teacherss role and careful arrangement.

    Games are good way to review and practice English. It is not a wasting effort to utilize for the

    purpose of teaching and learning English in the classroom.

  • 7/30/2019 My proposal for coming thesis

    19/26

    Leonora Jahpar ( 750131125202002)

    19

    CHAPTER 3

    RESEARCH METHODOLOGY

    3.1 Introduction

    Since this research seeks to investigate the effectiveness and productiveness

    of games in grammar teaching, the accurate and systematic research methodology was

    employed. The items which are to be discussed in this chapter include the aspects of research

    design, sample and population of research, procedure, research location as well as data

    collection , administration and analysis.

    3.2 Research Design

    A research design is a plan to carry out the intended research. A quantitative

    research design which is the experimental research design is employed for the purpose of this

    research. It is a sort of group comparison study where different group of subjects are

    compared in terms of one or more outcomes. An experiment is design and conducted where it

    maximize the influence of the independent variable on the dependent variable. At the same

    time it will minimize the extraneous factor influences. A total of 50 students are taken as the

    respondents for this research. The control group and experimental group each consisted of 25

    students.

  • 7/30/2019 My proposal for coming thesis

    20/26

    Leonora Jahpar ( 750131125202002)

    20

    3.3 Population and Sampling

    The population , which is the group of students to which the results of the

    research which has been ideally generalized were the form two students with weak English

    grammar knowledge and skills of a rural government school in the district of Keningau,

    Sabah. A sample size was determined and the students were randomly selected to represent

    the population of low achievers. Low achievers with poor English grammar were selected in

    order to fulfill the requirement of this research.

    3.4 Research Intruments

    There are a number of instruments which were employed in this research. The

    first instrument which was given was the test. The first was the pre-test which was given just

    before the actual research begins with the main aim to determine the students of both groups

    grammar knowledge in relation to the lesson designed for this research.

    After the pre-test, the experiment is carried out. The experimental group was

    given games treatment. Among the games which are proposed for the research purpose are the

    name game of identifying and locating nouns in the surrounding , the verb game of acting,

    and the adverb game of song. The games treatment was conducted and completed withintwo

    weeks time.

  • 7/30/2019 My proposal for coming thesis

    21/26

    Leonora Jahpar ( 750131125202002)

    21

    The next instruments which was employed was the post test with the aim of to

    determine the current performance after the treatment among the experimental group. At the

    end of the research , questionnaires were distributed among the experimental group to assess

    their opinions and to get relevant feedback on the experiment particularly on games treatment.

    3.5 Data Collection Procedure

    The pre-test consists of 30 multiple choice questions on grammar item which was

    answered by the students in both groups within45 minutes. It was administered in the two

    classes of different groups on the same time and same day. The pre-test was given and

    collected back a week before the actual research starts.

    The post-test was given to the students in both groups after the games treatment

    on the experimental group ended, which was the last day of the research. The post test

    contains 30 multiple choice questions and was answered within 45 minutes. The test paper for

    both test were collected manually by the researcher from respondents for checking and results

    comparison between both groups. After completing the post-test , questionnaires were

    distributed to the students in the experimental group to be answered in class to measure the

    effectiveness of learning by having games in learning grammar and were collected back

    immediately at the of the day.

  • 7/30/2019 My proposal for coming thesis

    22/26

    Leonora Jahpar ( 750131125202002)

    22

    3.6 Data Analysis Procedure

    Before proceeding to the data analysis, all students in both groups were made sure

    to answer the pre-test, post-test and the questionnaires and the answer sheets were collected

    back safely.

    Percentage is used to describe the perceived effectiveness of using games in

    learning grammar as well as its role in creating less stress environment of learning grammar in

    the class. Frequencies and percentage is used to describe the respondents prefer method of

    teaching and learning the grammar items. Means, standard deviations and P values are used to

    describe the performance of the respondents before and after the games treatment. Percentage

    and frequencies are used to determine the extent games can contribute towards the aspect of

    solving the motivation problem in learning English as a whole and English grammarspecifically. The collect quantitative data are presented in table and graph forms along with

    the explanation for the purpose of a clear research findings presentation.

    3.7 Summary

    This chapter outlines the methodology which is used in the current research. The

    scope of research methodology includes the research design, population and sampling,

    instruments of research , data collection and analysis as well. It is hoped that the data obtained

    will allow the researcher measure and examine the effectiveness of games method in grammar

    teaching and learning thus consider it as a tool to help the weak students to learn English

    better yet interestingly.

  • 7/30/2019 My proposal for coming thesis

    23/26

    Leonora Jahpar ( 750131125202002)

    23

    References

    Abbs, B. and I. Freebairn. (1989) Blueprint intermediate. Harlow : Longman

    Akmajian, A., Demmers, R., Farmer, A., & Harnish, R. (1995). Linguistics : An introduction

    to language and communication. Cambridge : MIT Press.

    Allen, E. and R. Vallette (1972) Modern Language classroom techniques : A handbook. 135

    New York. Harcourt Brace Jovanovich Inc.

    Bede Rundle (1979) Grammar In Philosophy . Oxford.

    Bloom, P. (1994). Recent Controversies in the study of language acquisition. In M.

    Gernsbacher ( Ed.), Handbook of Psycholinguistics (pp. 741-779). New York : Academic

    Press.

    Celce-Murcia, M. & Hilles, S. (1988). Techniques and Resources in teaching grammar

    Oxford : Oxford University Press.

    Chitravelu, N., Sithamparam, S.,& Choon, T.S (1995) Methodology Principles and Practice

    Shah Alam : Fajar Bakti Sdn. Bhd.

    Chomsky, Noam (1986). Knowledge of Language . New York : Praeger

  • 7/30/2019 My proposal for coming thesis

    24/26

    Leonora Jahpar ( 750131125202002)

    24

    Chomsky, Noam (1995). The Minimalist Program. MIT Press.

    Cross, D. (1992).A practical handbook of language teaching. G.B. : Prentice Hall.

    Gass, S. M., Sorace, A., & Selinker, L. (1999). Workbook in second language acquisition

    Mahwah, NJ : Erlbaum.

    Graham, C. (1993) . Grammar chants. Oxford University Press

    Green, J., Weade, R. & Graham, K. (1998). Lesson construction and student participation : A

    sociolinguistic analysis. In J. L. Green & J.O. Harker (Eds.) Multiple perspective analyses of

    classroom discourse, Norwood , NJ : Ablex

    Havcraft, J . (1978)An introduction to English language teaching. Harlow : Longman.

    Kagan, Spencer (2001) Kagan Structures for Emotional Intelligence. Extracted from

    http://www.kagancooplearn .com/ Newsletter/100/html.

    Khan, J. (1996) Using games in teaching to young learners in (eds.)Brumfit, C , Teaching

    English to children. From Practice to principles. England : Longman

    Lee. W. R. (1997)Language teaching games and contests. Oxford : Oxford University Press.

    http://www.kagan/http://www.kagan/http://www.kagan/
  • 7/30/2019 My proposal for coming thesis

    25/26

    Leonora Jahpar ( 750131125202002)

    25

    McKay, S.L. (1987). Teaching grammar . G.B . : Prentice Hall.

    Richard-Amato, P. A. (1988). Making it happen : Interaction in the Second Language

    Classroom : From Theory to Practice. New York : Longman

    Rixon, S. (1981) How to use games in language teaching. London : Macmillan Publishers

    Ltd.

    Rinvolucri, M. & Davis, P. (1995). More grammar games. Cambridge : Cambridge

    University Press.

    Summers, D.,(ed). (1983) The Longman. Active Study Dictionary of English. Harlow :

    Longman.

    The internet TESL, Journal, Vol. VIII, No 8, August 2009 http : // itelj.org

    Zdybiewska, M. (1994) Onehundred language games. Warszawa : WSiP.

  • 7/30/2019 My proposal for coming thesis

    26/26

    Leonora Jahpar ( 750131125202002)