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    CHAPTER 1

    RESEARCH PROBLEM

    1.1 INTRODUCTION

    This research attempts to investigate the effectiveness of using vocabulary

    games in enhancing students vocabulary knowledge. It outlines the

    background of the research, statement of the problem, purpose of the research,

    significance of the research, limitations of the research and definition of terms.

    1.2 BACKGROUND OF RESEARCH

    Based on English Language Syllabus for Secondary Schools, English is taught

    as a second language with the aim to equip students with the ability to

    communicate accurately and effectively, both orally and in writing in various

    situation in and out of school.

    All the programmes planned are in accordance with the goals of the National

    Education Philosophy. Students are hoped to develop the intellectual, spiritual

    and emotional in contribution for a better society and nation. It is also

    contributing in achieving the objectives of making Malaysia a fully developed

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    nation. It is emphasized that the vocabulary taught should taking into account of

    the students ability and rate of progress.

    A list of words or vocabulary suggested are topic-based and have been drawn

    from textbooks, grammatical structures and other references. Students should

    be able to master all the vocabulary and teachers are encouraged to widen the

    suggested word list to suit their students.

    1.3 STATEMENT OF PROBLEM

    The teaching and learning of vocabulary is a rather neglected area within

    language testing. Scholars and educators are more interested in grammatical

    competence, contrastive analysis, reading and writing. As for the vocabulary

    teaching, there are times when words are taught in isolation and in this case, it

    is often become meaningless for the learners as they face difficulties when

    using the language. In learning foreign language, vocabulary plays an

    important role. It is an element that links the four skills of speaking, listening,

    reading and writing all together. In order to communicate well in foreign

    language, students should acquire adequate number of words and should know

    how to use them accurately. Most students learn passively due to several

    factors. To help students find language classes, especially vocabulary lessons

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    more interesting, and to achieve more from games, a research will be

    conducted to investigate the effectiveness of using vocabulary game

    1.4 CONCEPTUAL FRAMEWORK

    The present research is an attempt to establish the effectiveness of using

    vocabulary games in vocabulary learning compared to the traditional method of

    teaching vocabulary. The conceptual framework of the research is shown in

    Figure 1. The research will be carried out using an experimental design, in

    which the subjects will be divided into the experimental group and control

    group. The subjects in the experimental group will be using the vocabulary

    games while those in the control group will be using the traditional method. The

    outcomes of the research will be the students performance, preference

    towards method, opinion on vocabulary games feedback and attitude and

    motivation towards learning. It is hoped that this reseach will determine whether

    the use of language games will be more successful in enhancing students

    vocabulary knowledge than using the traditional method. Games are not only

    fun but they but they are hoped to help students learn vocabulary faster and

    better.

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    Control Group

    UsingTraditionalMethod

    ExperimentalGroupTreatment

    UsingVocabularyGames

    OUTCOMES

    Vocabulary learning

    Students attitude

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    1.5 PURPOSE OF RESEARCH

    The main purpose of this research is to determine the effectiveness of using

    vocabulary games in vocabulary learning.

    1.5.1 Research Objectives

    This research intends to meet the following objectives:

    1. To examine whether vocabulary games can be effective means of

    instruction.

    2. To examine whether vocabulary games is preferable in teaching and

    learning compared to traditional method.

    3. To examine whether the feedback system in using vocabulary games

    can contribute to the successful development of vocabulary learning.

    4. To examine whether vocabulary games can solve attitude and

    motivation problems of the students towards learning a language

    specifically in vocabulary areas.

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    1.5.2 Research Questions

    The following research questions are formulated in order to meet the research

    objectives:

    1. Can teaching using vocabulary games be considered as an effective

    means of instruction?

    2. Which method (using vocabulary games or without vocabulary

    games) is preferable in teaching and learning?

    3. How and to what extent the feedback system using vocabulary

    games can contribute to the successful development of vocabulary

    learning.

    4. How and to what extent can vocabulary games solve attitude and

    motivation problems of the students towards learning a language

    specifically in vocabulary area?

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    1.5.3 Research Hypotheses

    Four hypotheses are constructed to answer the research questions. They are:

    1. The number vocabulary items learnt through the activities in

    vocabulary games and without vocabulary games.

    2. Using vocabulary games and traditional method will be given equal

    preference in vocabulary teaching.

    3. The feedback system in using vocabulary games will contribute more

    to the development of vocabulary acquisition as compared to the

    feedback system of the traditional method.

    4. Vocabulary activities can retain students attention longer and create

    more motivation towards learning a language as compared to the

    traditional method.

    1.6 SIGNIFICANCE OF THE RESEARCH

    Vocabulary learning is one of the most important steps towards getting to know

    and learn a second language. It also requires a very complex task. It has not

    been given enough attention and emphasis to make the subject area the main

    focus in language learning. This research hopefully will assist teachers to seek

    ways in reducing the problem of learning English lexis among students and

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    propose other alternative in teaching by using vocabulary games. This study

    would also provide significant insight in explaining the promising role of

    vocabulary games in language teaching and learning in the context of

    Malaysian classroom.

    1.7LIMITATIONS OF THE RESEARCH

    Some problems might arise when the research is conducted. Whenever a

    game is to be conducted, the number of students, proficiency level, cultural

    context, timing, learning topic and the classroom settings are factors should be

    taken into account.

    1.8DEFINITION OF TERMS

    The definition of some important terms used in this study is given below:

    (a) Vocabulary Games

    The term game is used whenever there is an element of competition between

    individual students or teams in a language activity. It can contribute a healthy

    competition providing an outlet for the creative use of the natural language in a

    non-stressful situation. Teacher can get immediate feedback from the students.

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    Vocabulary games are interesting activities, lively and motivating lesson and in

    creating the opportunity for spontaneous, authentic language practice in the

    classroom. It contains a number of ideas for games and activities which are

    group together under themes, for example occupations, objects, people etc.

    (b) The Traditional Method

    It is a method that employs teaching aids in establishing the clear meanings of

    words. They can appear in the forms of chalk and talk, chalkboard, pictorial and

    non-pictorial materials, word cards etc. In other words, it refers to the

    conventional method of teaching.

    1.9SUMMARY

    The present research was an attempt to investigate the effectiveness of using

    vocabulary games in vocabulary teaching. The objectives of the research were

    to determine whether vocabulary games can be an effective means of learning

    vocabulary and also foster positive attitude while learning a language especially

    in vocabulary learn

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    CHAPTER 2

    LITERATURE REVIEW

    2.1 INTRODUCTION

    This chapter presents the related literature and research in the used of vocabulary

    games in language teaching and learning. It addresses the advantages of using

    vocabulary games in teaching and learning and its contributions to learning

    motivation.

    2.2 THE IMPORTANCE OF VOCABULRY IN LANGUAGE LEARNING

    The focus on vocabulary in language teaching has varied over the years. With

    audio-lingualism, grammar was stressed and vocabulary was regarded as less

    important. With the shift to communicative language teaching in the 1970s,

    vocabulary teaching has become more important. Comprehension-based

    approach such as Natural Approach have also emphasized the importance of

    vocabulary in the early stages of language learning. Rivers ( in Nunan 1991: 117 )

    notes that adequate vocabulary is essential for successful second language.

    Without vocabulary, structures and functions cannot be used for comprehension

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    and communication. This view that vocabulary is an important aspect of second

    language learning is reflected in the Malaysian syllabi for English at both the

    primary and secondary levels. A word list comprising key vocabulary items relevant

    to specific topic areas forms part of the content recommendations in the syllabus.

    2.3 VOCABULARY GAMES IN THE CLASSROOM

    1. Vocabulary games are fun, highly motivating as they are amusing and

    interesting. Students like to play them. Through games, students experiment,

    discover and interact with their environment. (Lewis,1999)

    2. Vocabulary games add variation to a lesson and increase motivation by

    providing a plausible incentive to use the target language.

    3. Vocabulary games context make the foreign language immediately useful

    to the students. It brings the target to life. (Lewis,1999)

    4. Vocabulary games make the reason for speaking plausible even to reluctant

    students.

    5. Through playing vocabulary games, students can learn English the way

    they learn their mother tongue without being aware they are studying; thus without

    stress, they can learn a lot. Even shy students can participate positively.

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    2.4 VOCABULARY GAMES AND COMMUNICATIVE LANGUAGE TEACHING

    (CLT)

    In recent years (1970s), communicative language teaching ( CLT ) has been

    applied in Malaysia. It has shown its effectiveness in teaching and learning

    language. CLT is an approach that helps students be more active in real life

    situations through the means of individual, pair and group work activities. It

    encourages students to

    practice the language they learn in meaningful ways. In a CLT classroom, playing

    vocabulary games is one of the activities which require students to actively

    communicate with their classmates, using their own language.

    2.5 ADVANTAGES OF USING VOCABULARY GAMES

    Some experts have figured out characteristics of games that make vocabulary

    learning more effectively. Lee (1995:35) list several main advantages when games

    are used in the classroom, including a welcome break from the usual routine of

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    the language class, motivating and challenging, effort of learning and

    language practice in the various skills. According to Richard Amato (1988 :

    147),games can lower anxiety, thus making the acquisition of input more likely.

    Games are highly motivating and entertaining, and they can give shy students

    more opportunity to express their opinions and feelings. (Hansen 1994 :118).

    Zdybiewska believes that games is one of a good way of practising language, for

    they provide a model of what learners will use the language for in real life in the

    future.(1994:6). It is possible to learn language as well as enjoy oneself at the

    same time. Students wont remember everything, but they will be interested to hear

    the correct answers. They are hoped to remember many new things which will help

    them to improve their English vocabulary knowledge.

    There are many advantages of using games in the classroom:

    1. Games are a welcome break from the usual routine of the language

    class.

    2. Games are motivating and challenging.

    3. Learning a language requires a great deal of effort. Games help students

    to make and sustain the effort of learning.

    4. Games provide language practice in the various skills-speaking, writing,

    listening and reading.

    5. Games encourage students to interact and communicate.

    6. They create a meaningful context for language use.

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    2.6 THE TEACHER

    Vocabulary games are often used as short warm-up activities or when there is

    some time left at the end of the lesson. Yet, as Lee observes, a game should not

    be regarded as a marginal activity filling in odd moments when the teacher and

    class have nothing better to do (1979:3). Rixon suggests that games be used at

    all stages of the lesson, provided that they are suitable and carefully chosen. At

    different stages of the lesson, the teachers aims connected with a vocabulary

    game may vary:

    1. Presentation. Provide a good model making its clear;

    2. Controlled practice. Elicit good imitation of new language and

    appropriate responses.

    3. Communicative practice. Give students a chance to use the language

    (1981:70)

    Silvers says many teachers are enthusiastic about using games as a break from

    monotony of drilling or frivolous activities. He also claims that many teachers often

    overlook the fact that in a relaxed atmosphere, real learning takes place and the

    students use the language they have been exposed to and have practiced earlier

    (1982:29)

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    2.7 THE STUDENTS

    In the easy , relaxed atmosphere which is created by using games, students

    remember things faster and better ( Wierus and Wierus 1994:218 ). Games also

    lend the students well to revision exercises helping learners recall material in a

    pleasant, entertaining way. Even if games resulted only in noise and entertained

    students, they are still worth paying attention to and implementing in the classroom

    since they motivate students, promote communicative competence and generate

    fluency.

    2.8 SUMMARY

    Recently, using vocabulary games has become a popular technique exercised by

    many educators in the classrooms and recommended by methodologists. Many

    sources, including the one quoted in this work, list the advantages of the use of

    vocabulary games in foreign language classrooms. In this case, it is usually found

    students who practiced vocabulary activity with games felt more motivated and

    interested in what they were doing.

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    CHAPTER 3

    RESEARCH METHODOLOGY

    3.1 INTRODUCTION

    The present research attempts to investigate the effectiveness of vocabulary

    games, an innovative and sophisticated mode of instruction. This chapter outlines

    the methodology employed in the research which includes the research design,

    population and sample, research instruments, procedure for data collection and

    the procedure for data analyses.

    3.2 RESEARCH DESIGN

    In this experimental research, the researcher will first observe an on-going English

    language teaching session in the classroom. After completing the classroom

    observation, a set of questionnaire will be given to all the students involved in the

    research. Its main purpose of the questionnaire is to obtain students background

    information and their learning process will take place in the language classroom.

    Later, the researcher will administer the pre-test to both the control and the

    experimental groups. The main purpose for its administration is to check for

    students word knowledge. Then, both groups will carry out the activities prepared

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    by the researcher. After accomplishing the task, a post-test will be given to both

    groups to determine their progress. Finally, the questionnaire forms will be

    distributed to the students in the experimental group to obtain information

    regarding the effectiveness of vocabulary games.

    3.3 POPULATION AND SAMPLE

    The subjects of this research will be drawn from Form One classes of Sekolah

    Menengah Batu 5, Jalan Jeniang, Gurun, Kedah. As for the experimental group,

    students will be randomly chosen from the two classrooms consisting of high and

    average achievers. The ability levels of the students and the type of school chosen

    are simply to fulfill the requirements of the research that is to see the effectiveness

    of using vocabulary games. For the average achievers, they need to be exposed to

    the new techniques that will facilitate their learning. The high achievers are

    included in the research for the purpose of observing the effects of using

    vocabulary games on them.

    3.4 RESEARCH INSTRUMENTS

    Several instruments will be employed in this research, namely, observation, pre-

    test, post-test, and questionnaires The first instrument to be used in the study is

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    the questionnaire. The purpose is to gather their background information and to

    seek out details on how they go about learning the language, especially in

    vocabulary area. The final set of questionnaire is designed for the experimental

    group to seek out some information about the effectiveness of using vocabulary

    games.The next instrument to be used is the test. There are two tests designed,

    pre-test and post-test. The aim of the pre-test is to determine students word

    knowledge in the relation to the lesson designed for this research. Later,

    vocabulary games will be used for the experimental group. The purpose is to

    determine students reaction towards vocabulary games activities. Finally, the

    instrument to be used in the data collection is observation which to observe the

    students attitudes and behaviour.

    3.5 PROCEDURE FOR DATA COLLECTION

    As mentioned earlier, questionnaire, pretest, post-test observation and interview

    techniques will be used to collect the data for this research. The details of the

    procedures will be further explained in this section.

    There are three types of questionnaire to be used in the research. The first set will

    be given on the first day when the research is carried out.

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    The second set will be given to the experimental group, after they have gone

    through the experiment.

    The pre-test will take 30 minutes and will be administered in the two classes on the

    same day. Then, a post-test will be given to the students both in the control and

    experimental group.

    3.6 PROCEDURE FOR DATA ANALYSES

    The researcher needs five sets of information that will be used for writing the final

    report of the research. The first set of information is required to describe the profile

    of respondents and the other four sets are required to answer the four research

    questions. The researcher will make sure that all students answer all items in the

    questionnaire forms and in the test and the data from interviews and observations

    are well recorded.

    3.7 SUMMARY

    This research is carefully devised to motivate the students to learn English in a fun

    way. Therefore, opportunities for vocabulary learning occur in practically every

    language lesson. It is hoped that the data obtained would allow the researcher to

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    examine the effectiveness of using vocabulary games, which the researcher

    considers it as an innovative form of language learning.

    REFERENCES

    Hansen, M.(1994). Grajmy w jezyku francuskim. Jezyki Obce w Szkole. March-

    April, pp.118-121.

    Lee, W.R. (1979). Language Teaching Games and Contests. Oxford: Oxford

    University Press.

    Nunan, D. (1991). Second Language Teaching and Learning. New York : 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.

    Silvers, S.M. (1982). Games For The Classroom and The English Speaking Club.

    English Teaching Forum, 20, pp. 29-33.

    Wierus, B. and Wierus, A. (1994). Zagraj razem a nami. Czesc I. Jezyki obce w

    szkole. May- June : pp. 218-222.

    Zdybiewska, M. (ed.). (1975). One Hundred Language Games. Warszawa : WsiP.

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    APPENDIX 1

    QUESTIONNAIRE 1

    This set of questionnaire is to obtain information regarding your background.

    Your full cooperation is needed to answer the questions designed. Please write all

    the information required in the blank spaces.

    SUBJECTS PROFILE

    Name : ................

    Age : .

    Form : ..

    Gender:

    Race : ..

    Latest English Result :...

    Fathers Occupation :

    Mothers Occupation :

    Spoken Language at home :

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    Language Preference : .

    THANK YOU

    APPENDIX 2

    QUESTIONNAIRE 2

    This set of questionnaire is distributed in order to obtain information regarding your

    responses toward the application of vocabulay games. Your full cooperation is

    needed in answering all the questions designed. Please circle your choices in the

    options provided and write your response in the space given below.

    THE EXPERIMENTAL GROUP OF STUDENTS

    1. Have you been introduced to vocabulary games before ?

    A. Yes

    B. No

    2. Do vocabulary games help you in remembering certain words better?

    A. Yes

    B. No

    3. What do you think of vocabulary games ?

    A. Interesting and useful

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    B. Boring

    4. Do you find vocabulary games contribute successfully in enhancing

    your vocabulary knowledge ?

    A. A lot

    B. A little

    THANK YOU

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    APPENDIX 3

    PRE TEST / POST TEST

    BUILDING BLOCKS for ENGLISH

    Match these syllables correctly. It can be

    a two or a three syllables word. Write

    down as many vocabulary as you can in

    the spaces provided.

    Car e guese en zil

    po na ter doc key

    el ga ball gi roo

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    ba a raffe bas na

    kan ta tor com phant

    mon gi lice Por to

    Bra ket rot

    It pu ly

    po tu neer

    My Vocabulary

    1. 9..

    2. 10.

    3. 11.

    4. 12.

    5. 13.

    6. 14.

    7. 15.

    8. 16.

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    GOOD LUCK !

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