Dr.dorothy Asign 1 7nov

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    HPEI 7013INSTRUCTIONAL DESIGN

    1.0 INTRODUCTION

    Teaching and learning a foreign language like English is not easy task. The situation

     become more difficult when the learners are primary school children and teaching and learning

    focus is grammar. There are a lot of ways to introduce English grammar to the young learners.

    One of them is by using games. As we all know that children like play, so by using games as the

    teaching method the students can be more interested to learn grammar.

    Games are not only for fun but also for motivating students to master English fast and

    easily. Learning by doing is a good way to make them easy in understanding about grammar 

    skills, because with doing fun activities by themselves, they will find it easy to remember and

    easy to learn about the material which is taught by the teacher. To be start with instructional

    design study, it is better to define the instructional design obective to get clear instruction about

    the topic chosen.

    1.1 Definitions of terms

    a) Language

    Language is the human ability to ac!uire and use comple" systems of communication,

    either spoken or written,  consisting of the use of words in a structured and conventional way

    #O"ford $ictionary, %&'().

    b) Games

    Games refer to a physical or mental or contest that has rules and that people do for 

     pleasure #Encyclopedia, %&'(). Game is structured playing, usually undertake for enoyment and

    sometimes used as an educational tool. Games are distinct from work , which is usually carried

    out for remuneration, and from art, which is more often an e"pression of aesthetic or ideologicalelements #*ikipedia, %&'(). +ut, according to ichards, etc. al , #'--%) a game is an organi/ed

    activity that usually has the following properties0 a particular task or obective, a set of rules,

    competition between players, and communication between players by spoken or written

    language1 #Tuan, %&'%).

    1

    http://en.wikipedia.org/wiki/Humanhttp://en.wikipedia.org/wiki/Communicationhttp://www.oxforddictionaries.com/definition/english/writehttp://www.oxforddictionaries.com/definition/english/writehttp://www.oxforddictionaries.com/definition/english/usehttp://www.oxforddictionaries.com/definition/english/wordhttp://www.oxforddictionaries.com/definition/english/structurehttp://www.oxforddictionaries.com/definition/english/structurehttp://www.oxforddictionaries.com/definition/english/conventionalhttp://en.wikipedia.org/wiki/Play_(activity)http://en.wikipedia.org/wiki/Play_(activity)http://en.wikipedia.org/wiki/Enjoymenthttp://en.wikipedia.org/wiki/Educationhttp://en.wikipedia.org/wiki/Manual_labourhttp://en.wiktionary.org/wiki/remunerationhttp://en.wikipedia.org/wiki/Arthttp://en.wikipedia.org/wiki/Arthttp://en.wikipedia.org/wiki/Communicationhttp://www.oxforddictionaries.com/definition/english/writehttp://www.oxforddictionaries.com/definition/english/usehttp://www.oxforddictionaries.com/definition/english/wordhttp://www.oxforddictionaries.com/definition/english/structurehttp://www.oxforddictionaries.com/definition/english/conventionalhttp://en.wikipedia.org/wiki/Play_(activity)http://en.wikipedia.org/wiki/Enjoymenthttp://en.wikipedia.org/wiki/Educationhttp://en.wikipedia.org/wiki/Manual_labourhttp://en.wiktionary.org/wiki/remunerationhttp://en.wikipedia.org/wiki/Arthttp://en.wikipedia.org/wiki/Human

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    c) Language Games

    The term 2language game2 is used to refer to simple uses of language with which childrenare first taught language #training in language) and specific regions of our language with their 

    own grammars and relations to other language3games #*ikipedia, %&'(). According to Lewis

    and +edson, #%&&4) language games are fun activities, which are task based, a visible set of rules,

    which guide the children1s actions and an element of strategy where children must successfully

    apply their language and other skills.

    d) Grammar

    *hitehead, #%&&5) defined that grammar is the rule governing human language or 

    individual language and the study of such rules. 6owever, 7rystal #%&&() says that 8Grammar is

    the structural foundation of our ability to e"press ourselves. The more we are aware of how it

    works, the more we can monitor the meaning and effectiveness of the way we and others use

    language. 9t can help foster precision, detect ambiguity, and e"ploit the richness of e"pression

    available in English. Additionally, it can help everyone, not only teachers of English, but teachers

    of anything for all teaching grammar is ultimately a matter of getting to grips with meaning:

    #Tuan, L.T. %&'&).

    ;o, game is the most natural way of learning grammatical rule for children. Games

     provide an environment for children where they can test what they hear and see and consolidate

    what they have learnt. 7hildren sharpen their senses and develop their kinesthetic skills through

    games. Game environment is the e"periment room for children. Therefore, to design a solution

    this study attempts to investigate the effectiveness of using language games in teaching and

    learning English for pupils of awa Tamil ;chool in ;eremban,

     =egeri ;embilan.

    2

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    2.0 L!RNR !ND CONT"T !N!L#$I$

    According to Edmundson, etc.,#%&&5)? @orrison, oss, Bemp, #%&&() learner analysis

    is a critical aspect of instructional design and is characteri/ed as an iterative process that informs

    vital instructional design decisions from front3end analysis to evaluation #;a"ena, @., %&'').

    2.1 L!RNR !N!L#$I$

    2.1.1 Learners genera% c&aracteristics

    Learners in this study are referring to primary school students in =ational Type Lorong

    >awa Tamil ;chool ;eremban. There are 'C&' students altogether in the research area. The

    selected school is located in urban area of ;eremban, =egeri ;embilan.

    3

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     Every standard consists of five classes. +ut, this research design only has drawn from

    one class of standard % Elango from =ational Type Lorong >awa Tamil ;chool. There are %4

     pupils altogether in the selected class with the age of eight. Drom that, '% of them are males and

    the rest of them are females. #efer appendi" i and graph below).

    male female

    0

    5

    10

    15

    20

    Graph : Students in Year 2 Elango

    There are two different ethnic groups in the class, which are % @uslim girls and the rest

    are 9ndians. #efer to pie chart below).

    7%

    93%

    Ethnicity

    malay i!ia

    These students are considering E;L pupils whereby their first language is different from

    one another. The main reason of selecting % Elango as an instructional designer of this research is

     because of the pupils1 level of proficiency in English is lower compared to the other classes. 9n

    "

     =um of 

    student

    Gender 

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    order to measure the effectiveness of using language games to enhance grammar skills, the pupils

    in % Elango will be selected as the sample for this research design.

    Dindings from discussion with the language teachers and also simple !uestionnaire

    answered by the students showed that there were different learning styles of % Elango pupils1

    #efer to Appendi" '). ;ome are visual person and some are auditory learners and also tactile

    learners.

    Learning st'%e $core (ercentage

    !uditor' '' (&

    isua% '& FC

    Tacti%e 5 5

    A#!i$&y 'i(#al Ta)$ile0

    10

    20

    30

    "0

    50

    *0

    +e&)e$a,e

    ()&e

    ;urprisingly, all the %& students were not attending to kindergarten in the age of C to

     because of several factors especially, financial crisis. As said by the class teacher, every student

    in

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    There are two types entry behavior investigated in this study. Dirst is, entry behavior is to

    determine appropriate instruction and second is, to determine readiness for instruction. 9n this

    study, the designer already knew general characteristics1 of participants as mentioned above and

    it1s also been useful if their entry skills take into count.

    a) ntr' s,i%%s

    Throughout observation, the designer found that the si/e of class % Elango is too small. And,

    most of the teacher use traditional method to teach grammar to the students in the classroom. ;o,

    it can be assumed that students in

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    6owever, designer strongly believe that by using language games, students will have positive

    attitudes towards their learning content especially grammatical items and get opportunities to

     participate in classroom discussion. Hberman, #'--4) stated that most students who have

    e"perienced game3oriented activities hold positive attitudes towards them #>ung, 7.9., %&&C).

    ;imilarly, the findings of the research by Eskandari, I., Bhonmohammad, 6.,

    Bomeianifarahani, A.A. #%&'() revealed that employing games in teaching grammar to the

    young learners not only can play a positive role in the development of grammar knowledge of 

    the learners in the language classes but also it can pave the way for language development of the

    learners in ales stressed situation, motivating the learners to improve their own abilities in

    various aspects of second language development.

    ;tudents liked the convenience of the language games based learning to improve their 

    grammar. They believe that this method will be more helpful and students able to communicate

    among other students in the classroom if the language games practices in teaching and learning.

    d) !cademic oti+ation for instruction /!RC$)

    Beller1s A7; @odel #Attention, elevance, 7onfidence an ;atisfaction) of motivation

    can be perceived as a problem solving approach to learning grammar that instructional designers

    can use to develop even more engaging language games activities. To get students1 attention,

    instructional designer believed that through games, role plays or other type of hands3on practice,

    learners are encouraged to become active participants in the learning process. As they get more

    engaged in the learning process, it is more likely to be interested in the language game content

    and there are higher chances of completing the learning process. To be re%e+ance, a successful

    language games design must establish relevance in order to motivate learners to learn grammars.

    To accomplish this, instructional implementers are encouraged to use variety of language games,

    analogies or stories to which the learners can relate.

    Durthermore, 9nstructional designer also instil a sense of confidence in

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    designer will communicate obectives and prere!uisites with the students in the classroom and

     provide feedback if there is a response from students.

    To satisfy the learners in class of % Elango, there will be praise and rewards. The learning

     process must present learners with some kind of reward, whether this may be a sense of 

    accomplishment or praise from the teachers or designers. 9nstructional designer can increase

    learners levels of satisfaction from learning grammar using language games if as they will leave

    them with the sense of achievement and recognition of their efforts throughout the learning

     process. Dor e"ample, in this instructional study, the designer decided to give these following

    rewards to % Elango learners who did their best level during learning process

    3 The C3cent bo" has candy such as and peppermints.

    3 The '&3cent bo" contains cool pencils, balloons, and erasers.

    3 The %&3cent container offers larger candy in single3serving si/es, plastic rings, and

    necklaces.

    3 The F&3cent bo" has modelling clay and stickers

    e) ducationa% and abi%it' %e+e%

    9t is important to know the students educational level in

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    resources or materials were arranged by the instructional designer itself because the

    school is under construction works.

    • $ocia% !sects of t&e $ite 3 The social conte"t of the performance setting. This study

    re!uires the learners to communicate among their friends in group to enhance

    interpersonal skills and grammar skills by playing language games. This phenomenon

    will be recorded as evidence.

    • Re%e+ance of s,i%%s to ractice in sc&oo% 3 There are no constraints to the new skills that

    the students will learn. The language games are available, the teachers and administrator 

    understand the need for this instructional obective to be made available to students, parents and the teachers are motivated to get started since it will only improve

    communication between teachers, students, and parents as well as students academic

     performances.

    Analy/ing the performance conte"t re!uires that the designer actually visit the site in

    !uestion. 9nformation can be obtained from on3site visits using interviews and observations. The

     purpose is to gather information from % Elango class learners, administrators, and teachers as

    well as observe the learning environment where learners will eventually use their new skills.

    Analy/ing the performance conte"t using these factors can be a tricky matter for instructional

    designer.

    9n any event, it would be a good idea for instructional designer to spend some time

    thinking about the conte"t in which the skills learned in school will actually be used. Jerhaps

    students have a point when they ask, *hy do we need to learn thisM As $ick and 7arey #%&'()

    state, *e encourage you to think beyond the accepted te"tbook and curriculum guide approach

    to public schooling. That approach has led to the criticism that much of public education

    emphasi/es factual recall over conceptual understanding and te"tbook problems over authentic

    applications. 7onstructivist theorists have been ustifiable sharp in their criticism of teaching and

    learning activities that are abstracted from, and thus not relevant to, actual physical, social, and

     problem conte"ts.

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    2.2.2 Learning Contet

    The other type of conte"t is the learning conte"t. This is the setting where the actual

    learning will take place. The goal is to familiari/e the instructional designer with the facilities

    where the learning will occur, and to identify any limitations of the setting that might affect the

    design of instruction. This instructional design study uses several factors to consider when

    analy/ing the learning conte"t as listed by $ick, 7arey and 7arey, #%&'().

    • Number and Nature of $ites K 9n this =ational Type Lorong >awa Tamil ;chool, there

    are 'C&' students studying from standard one to si". *hen having a discussion with the

    school headmaster, he told that the school is in the middle of the town. Therefore, its took 

    C% years to get permission from ministry of education to do constructing work and

    renovation because there is no field for the students to do outdoor e"ercises, no science

    lab, no computer lab and also no assembly hall to having meeting or programs to the

    students. Throughout observation method, the instructional designer found that every

    class in this school are occupied with nearly FC to F4 students. +esides, lack of 

    e!uipment and resources such as L7$ proector for computer display, whiteboard and

    also having a technical problem with switches in the class. 6owever, the administrator 

     promise to repair the entire electrical problem in the classroom before the program is

    going on. The main constraints are the school is often heard loud noise from outdoor 

    activities because of the location itself and the teachers are busy with their works all time

    which may affect discussion and interview session.

    • Comatibi%it' of t&e $ite it& t&e Instructiona% Re3uirements K Although, there is

    some lack of e!uipments and resources in the classroom but school1s personnel manage

    to solve it. ;o, it can be says that the site is compatible with the instructional re!uirement.

    • Comatibi%it' of t&e $ite it& t&e Learner Needs 3 The site is the students1 classroom

    namely, % Elango. The location of the school itself enhance the instructional designer to

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     buy learning materials from walking distance stationary shop and book shop with the

    name of “Sinaran”.  6owever, it is sad to say that the classroom too small which

    accommodated with %4 students. ;o, students from class % Elango may feel

    uncomfortable with the classroom space and unattractive environment. To solve this

    matter, the school headmaster has given permission to use the school library to run this

     program.

    • 4easibi%it' for $imu%ating t&e or,%ace K This learning environment will ade!uately

    simulate the eventual work environment for the learners. Group discussion and role pay

    activities will definitely makes the learners feel confidence to communicate with others

    and encourage them to apply it in their daily life.

    Analy/ing the learning conte"t re!uires the designer to gather information from on3site

    visits by interviewing headmaster, teachers, and learners, as well as observing the site in use.

    7ollecting this type of data is much easier because the instructional designer herself is a school

    teacher as she already immersed in the environment, and thus may be !uite familiar with the

    conte"t in which the learning will take place.

    5.0 LITR!TUR RI

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    This instructional design was ustified lack of critical thinking among E;L students to

    learn grammar skills. 9n that discussion, the learners should e"perience five steps of the problem3

     posing methodology #=i"on3Jonder, '--C)0

    '. $escribe the content of discussion

    %. $efine the problem

    F. Jersonali/e the problem

    (. $iscuss the problem

    C. $iscuss the alternatives of the problem

    Jenny Hr, in her book A 7ourse in Language Teaching1 #%&&) wrote an article, which

     began with the words0 9 am not in principle favor of the use if games in language teaching. This

    was provocative statement based on a serious argument. Hr also said that, once we call a

    language learning activity a game, would convey the message that it is ust for fun, not to be

    taken too seriously.

    6owever, 9ndian students as second language learners in primary schools will always finddifficult to understand grammar rules. 9t is because their mother tongue language is Tamil. Jupils

    always find it complicated and confusing to understand or speak English fluently. *ithout proper 

    grammar knowledge in their schemata, it will discourage them to participate actively in teaching

    and learning of English in the classroom. Jupils might felt scared to be laughed their colleagues

    at when they do not use correct grammar in the classroom activities.

    According to Jourgharib, #%&'F) people tend to forget or misuse new word because the

    words are not properly stored in student2s minds? they are not practiced enough? they are notrelated to students own e"periences and interests. 6e added that, some teachers think that

    language games are a waste of time and prefer not to use them in classroom. Durthermore,

    second language learners are shocked whenever they meet difficulties in oral communication.

    They are afraid of making mistakes and feel uncomfortable in their first attempt at speech in

    English and they are afraid of failure, laughter and ridicule: #Ihang

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    English to the young learners is not easy because English is not their mother tongue and it is a

    new thing for them #$iana, %&'&).

    ather than that, pupils also tend to feel bored in the traditional ways of teaching

    grammar. They become unmotivated to learn English as the learning of grammar seems to be

    repetition and e"planation from the teacher. As a result, pupils tend to ignore and avoid learning

    English grammar, which is essential for them to master this language. ;ome researchers such as

     =guyen and Bhuat #%&&F) and Hberman #'--4) have shown that students are tired of learning

    vocabulary in traditional methods such as rehearsing, writing words on papers or learning

     passively through teacher1s e"planations #Taheri, %&'().

    +esides, 7rookal #'--&) concluded that learners become too an"ious about being

    critici/ed and punished by their teachers when they make a mistake. Games are advantageous at

    this point because they reduce an"iety, increase positive feelings and improve self3confidence

     because learners do not afraid of punishment or criticism while practicing the target language

    freely #

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    +esides that, for weak students, learning the English grammar is even more daunting due

    to the comple"ity of grammar rules. Dor this reason, language games can serve as a way of 

    teaching grammar, which can be incorporated as one of the activities in class #@etom, Tom

    >oe, %&'F). And then, @at ;oon, #%&'&) also found that learners can use these games as tools

    while enoying the grammar learning processes in a way that, learners have the opportunity to

    work together and collaborate while learning the language.

    5.2.2 Language games and +ocabu%ar' ac3uisition

    Language games also influence pupils to see and use words in repetition form. epetition

    is a concept of fre!uency that has influenced pupils. This is done through e"posure of words in

    te"ts. 6uyen =ga, #%&&F) stated that learners of English have to deal with unfamiliar 

    vocabulary during their language ac!uisition. 9n order to learn and retain new words, learners

    should participate in different task K based activities in their classroom whether it is a guessing

    task, a describing e"ercise or conversation making. ;uch activities also include vocabulary

    games which specially focus on helping learners develop and use words in different conte"ts by

    making the lessons enoyable.

    Hsing various games can help students memori/e vocabulary or grammar? it can

    eliminate the an"iety aroused from using a foreign language or uncertainty about the correctness

    of the output and while playing language games, students can be e"posed to the target structures

    #BaNprkov Jalnov, %&'&).

    7learly, students have more chance to be e"posed to vocabulary through games.

    According to 6adfield #'---), in order to retain a word, students have to go through three

    distinct processes such as fi" the meaning of the word in their mind? make the word their own?

    and use the word to communicate with others#Tuan, %&'%). 6e adds that games can help thelearner through these three processes. 9t can be said that games are very effective in helping

    students increase e"posure to vocabulary.

    According to 6edge, #%&&C) she mentioned that fre!uency1, pronunciation1 and

    conte"tuali/ation1 are features of input that play roles in a vocabulary development. Dor that,

    1*

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    Bachru #'-4F) #as cited in 6edge, %&&C) also tested his 9ndian students to see which words they

    knew from their course book, showed that most learners knew the words that appeared more

    than seven times, but they did not know half of the words that appeared only once or twice. Thus,

    in language games activities, pupils can see words many times while enoying their tasks. 9t is

    also believed that this can sharpen and increase the pupils1 vocabulary.

    And, a study by 6aar #n.d) as cited in @alaysian 9nternational 7onference on English

    Teaching #@97ELT, '--4) tested her students with 7omputer Language Game. 9n her paper 

    entitled Teaching Pocabulary Hsing 7omputer Language Game1 as she cited was clear that

    teaching vocabulary using games is beneficial to both instructor and students #=urhasniyati,

    %&&5).

    5.2.5 Language games ref%ect Communicati+e !roac&

    Language games benefits pupils by giving them wide e"posure to the use of English

    language. Jupil1s enables communicate and interact among each other through their involvement

    in language games. 9t was agreed by Dreeman #'-4), whereby he mentioned that 8learners enoy

    language games they enoy communicative involvement in the classroom: #Taheri, %&'(). Games

    are used to make the children easier to understand and remember vocabularies in some topics

    #$iana, %&'&). ;he also viewed that by using games, the children does not feel that they learn

    something through that activity.

    6e also believes that games can provide a healthy and constructive competition. Games

    can encourage learners discovering and voluntary involvement to the learning process, it can also

    establish a better bonding between teacher and learners. Dinally a good designed language games

    can create a real communication conte"t in the classroom which can help learners to improvetheir speaking ability.

    *right, +etteridge and +uckby, #'-4() argued that 8with the use of games, the teacher 

    can create various conte"ts in which students have to use the language to communicate,

    e"change information and e"press their own opinions: #6uyen =ga, %&'&). And, they come to

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    a conclusion that learning through games could encourage the operation of certain

     psychological and intellectual factors which could facilitate communication heightened self3

    esteem, motivation and spontaneity, reinforcing learning, improving intonation and building

    confidence.

    As >acobs Bline Liu #'--) e"pressed that, 8many games can be played in pairs or in

    small groups, thereby providing a venue for students to develop their skills in working with

    others such as the skill of disagreeing politely and the skill of asking for help. 9n most games,

    learners have to play in groups in which everyone has a turn, encouraging everyone to take a

    turn, rather than letting others do all the talking and other actions, and discouraging one or two

     people from shutting out others: #Tuan, %&'&).

    Ihu #%&'%), proposes that game playing is effective in developing students‟

    communicative ability in that it is a dynamic process of communication in which students as

    thinking beings, emotional beings and communicators instead of knowledge receptacles, try to

    get their ideas, concepts, thoughts, emotions and feelings e"pressed, based on their own life

    e"periences.

     =aturally when playing games, students are trying to win or to beat other teams for 

    themselves or on the behalf of their team. They are so competitive while playing since they want

    to have a turn to play, to score points and to win. 9n the class, learners will definitely participate

    in the activities. Therefore, in groups or in pairs, they are more willing to ask !uestions,

    communicate and discuss with their partners and think creatively about how to use English to

    achieve the goal. The competition in the games gives students a natural opportunity to work 

    together and communicate in English with each other a lot.

    5.2.6 Language games &e% to construct sentences

    Language games can stimulate and encourage constructing sentences with correctly.

    Apart from having fun, students learn at the same time. ;chult/ Disher, #'-44), said that

    1-

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    8students ac!uire new language and begin to reali/e that they have to use the language to

    construct sentences if they want others to understand what they are saying #Tuan, %&'&).

    Gunn and @c 7allum #%&&C) 7limbing Grammar @ountain Game is a game that provides

    a way to address grammatical usage and sentence construction in such a way that the target

    structures are being reviewed and reinforced in an interesting and engaging manner. 9t is proven

     by Gunn and @c7allum #%&&C) who conducted a research by using this game in teaching ;imple

    Jresent Tense.

    Thus, language games are playing an important role in order to help pupils1 sentence

    construction. 6owever, to make the students to learn sentences construction great fully, relevant

    games should be integrated according to topic given in classroom.

    5.2.7 Language games imro+e %earning and memor'

    Language games can improve learning and memory as it involved repetition activities. 9t

    create positive emotional of the pupils towards English in a lesson. ;tudents can improve their 

    long term memory by participating in activities that they enoy and recollecting such memories

    through language games #Jrofessional Learning +oard, %&'(). $uring the language games

    activities, pupils learn while doing action. These learning by doing will help them to remember 

    new words easily.

    This statement is supported by Jaul #%&&C) which emphasis on key factors for 

    improvement in the target language. 6e stated that the key factors to make pupils improve their 

    retention1 of words and patterns are organi/ation1, ownership1, repetition1, association1,

    emotional involvement1, action1, beginning and end1, rest1, warm up1, recycling1 and

    peripheral language1. Games are student3focused activities re!uiring active involvement of learners. 9n 7rookall1s #'--&) opinion, learners and teachers change their roles and relations

    through games and learners are encouraged to take active role in their learning process

    #

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    5.2.8 Language games create oortunities to %earn -&i%e &a+ing fun

    Language games give pupils chances to use, play and e"periment with the target language

    while having fun. According to Jaul #%&&5) in his book entitled Teaching English to 7hildren in

    Asia1, the child centered approach is based on constructivist and humanistic ideas that have been

    adapted to the needs of Asian EDL learners. 6e also mentioned that the children could do many

    activities where they play around with the new language target, trying thing out, making

    mistakes, encountering many e"amples of the new pattern and using it to e"press their own

    feeling1.

    Therefore, Hberman #'--4) believed that games offer students a fun3filled and rela"ing

    learning atmosphere. After learning and practicing new vocabulary, students have the

    opportunity to use language in a non3stressful way #>ung, %&&C). Other than that, *eiss

    Loebbeck, #%&&4) research illustrated that games create competitive and collaborative situations

    making learning fun and engaging? meeting the many needs of the students #;harp, %&'&).

    A game is an activity that both the teacher and students enoy doing. 9t is student3centered

    and as appealing as playing in the playground. Hsing games in English class can get students

    rela"ed and enoying using the language #Ihu, %&'%). Ghada sari argued that one of the

    advantages when games are used in the classroom, is it bring in rela"ation and fun for students,

    thus help them learn and retain new words more easily #Jourgharib ohani %&'F).

    Thus, of the teachers give pupils enough time and space to play with the target language

    during language games activities, this will be a great way for them to learn grammar and enoyed

    their e"periences with the language.

    5.5 Language games and Learner oti+ation

    Language games will add variation to English lessons and increase pupils1 motivation.

    Jupils1 participation motivates them to speak out and use the grammar. Language games will

    motivate introvert pupils as well as e"trovert pupils #=urhasniyati, %&&5). +y employing games

    20

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    as a pedagogical approach, the learners are often more motivated as compared to doing the desk 

    tasks. *hile playing the games, the students1 attention can be focused on the game activity,

    whereby subconscious learning of the language items will take place in them. Thus, this enables

    the learners to review and reinforce what they have learned in class #@etom, Tom >oe, %&'F).

    Games are highly motivating since they are amusing, interesting and at the same time

    challenging. The activities in a game get all the students to move around, activate their mental

    capacities and stimulate neural networks, thus motivating learners in learning and retention. At

    that time, students who are shy also attend the activities with fun, forgetting their shyness and

    feeling of fear #Tuan $oan, %&'&).

    Annetta, #%&&4) suggest that while the use of games in the classroom is not meant to

    replace all teaching strategies? however, games can be used as an engaging and motivating

    supplement that provides background and content in an environment in which they are familiar 

    and comfortable #;harp, %&'&). Durthermore, 6ussin et.al. #%&&C) in their article entitled

    ;ustaining 9nterest and @otivation to learn English1, they believe that teacher is able to motivate

    the students to learn English if they can provide game type activities #=urhasniyati, %&&5).

    9f the teacher ust follows the tasks given in the te"tbook, students have to do the tasks in

    writing and reading, then the teacher herself will lead a grammar lesson to a boring, hard3

    digesting e"perience to their students and surely, do not meet the need for a more interesting and

    effective grammar class. At that time, game is the most useful. Games employ meaningful and

    useful language in real conte"ts. They can be used to give practice in all language skills and

    grammar points in this case, and be used to practice many types of communication. 9f these

    games are good then learners will be learning while they are playing.

     =urhasniyati, #%&&5) concluded that students1 opinion of a good teacher are based on the

    teachers1 performance in the teaching and learning process. Thus, this kind of activities

    especially using language games can build confidence, satisfactory of lesson and maintained

    good relationship between teachers and students. An action research conducted by 6uyen and

    21

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     =ga #%&&F), students said that they liked the rela"ed atmosphere, the competitiveness, and the

    motivation that games brought to the classroom #>ung, %&&C).

    As strongly emphasi/ed above, games can motivate learners, promote learners1

    interaction, and improve learners1 ac!uisition. As a result, games can increase learners1

    achievement, which means that learners1 test scores, ability of communication, some skills,

    knowledge of vocabulary, or other language skills can improve.

    9n brief, games prove to be a useful tool employed regularly in language teaching. Games

    not only offer learners a highly motivating, rela"ing class, but most importantly meaningful

     practice to all language skills. 7onse!uently, games can motivate learners, promote learners1

    interaction, improve their ac!uisition and increase their achievement #Tuan $oan, %&'&).

    Learning through language games can provide pupils with wider chances to take part

    actively and gives them opportunity to earn by various creative activities. +oredom will not be a

     problem to learn English grammar as language games implemented are suitable with different

    learning styles and strategies. @ost of the research in the past has also agreed that language

    games can be powerful tools for teachers to use in teaching and learning process of English as a

    ;econd Language as it will provide feedbacks, enhance pupils1 grammar and vocabulary learning

    through practice and increase their motivation towards learning English and academic

    achievement.

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    6.0 GO!L !N!L#$I$ !ND T9 NTR# *9!IOUR$ O4 L!RNR$

    6.1 4u::' goa% ana%'sis

    As an 9nstructional $esigner, fu//y goals were developed earlier in order to get accurate

    instructional goal for the study. As outlined by $r. obert @ager, in his book of Goal nal!sis,,

    that fu//y goals helps to choose best instructional goal and measurable outcomes as well

    #

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    6.2 Instructiona% goa% ana%'sis

    The instructional goal of this study is to determine the effectiveness of using language games to

    enhance grammar skills for awa Tamil ;chool,

    ;eremban.

    #;ources from0 http0QQwww.itma.vt.eduQmodulesQspring&FQinstrdesQlessonF.htm)

    According to $ick and 7arey, #%&'(), there are two fundamental steps involved inconducting the goal analysis. The first is to classify the type of learning outcome involved in

    achieving the goal #7lassifying Outcomes). The second involves taking your goal statement and

    analy/ing it in order to identify the relevant steps involved in order for someone to perform that

    goal #$etermining Goal ;teps). 9n this study, Gagne2s five categories of learning outcomes were

    used as following0

    a) erba% Information  K ;tudents in

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    4igure 6.2.1 ; Goa% ana%'sis for a +erba% information s,i%%s

    Goa%; To e"amine whether language games can increase the pupils1 vocabularies.

    $am%e of con+ersation

    b) Inte%%ectua% $,i%%s K These skills that re!uire the learners in class % Elango to perform

    some uni!ue cognitive activity. The intellectual skill one learns enables one to respond to

    entire classes of interactions with the environment. 9n this instructional design, memory

    game uses for the learners re!uire remembering the words that appear in the cards and

    they will get point according how many cards they got correctly. efer to figure (.'

     below.

    4igure 6.2.2 ; Goa% ana%'sis for inte%%ectua% s,i%%s

    Goa%; To identify whether the language games can help pupils in sentence construction.

    25

    $iscuss items

     purchased with

    friends or in group

    E"plain the goods

    that have been sold

    or bought

     =ame the thing that

    found in classroom

    shop

    F bundles of beans, 4

     potatoes and %& onions

    to @eena

     Ten carrots, % tomato, F&

    apples, a watermelon, and

    '& eggs to Abynash

    ;hopkeeper0 9 have been

    sellingR

    *utc&er s&o '&

    fishes, % chickens, '&

    crabs

    egetab%es sta%%.  9

     bought % carrots, F

     potatoes, '& onions and C

    eggs.

    7ustomer0 Dirst, 9 went

    toR..thenR.

    $efine the

    concept of nouns

    and make

    sentences

    9dentify masculine

    or feminine

    #gender) and make

    sentences

    $ifferentiate

    common nouns

    and proper nouns

    and make

    sentences

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    c) Cogniti+e $trategies  3 efers to the metaprocesses we use to govern learners own

    attending, learning, remembering, and thinking. ;imilar to other intellectual skills, but

    this language based learning focus on the learner2s own cognitive processes as opposed to

    e"ternal obects and events. =ote that $ick and 7arey #%&'() omit this as a separate

    category in their descriptions, choosing instead to consider cognitive strategies as a form

    of 6igher3order 9ntellectual ;kill. 9n this instructional design, some e"amples of cognitive

    strategies include rehearsal strategies? elaboration strategies and organi/ing strategies will

     be done for the learners to get prepared for post3test. Dor e"ample, the language games

    activities are rehearsal for the learner to learn grammatical items and at the same time

    students will re!uires answering some !uestions in the games involved as a elaboration

    strategies. Organi/ing strategies will evaluated when there is a post3test at the end of 

    lesson.

    d) (s'c&omotor $,i%%s K 9n this study, motor skills represent physical activities re!uiring

    movement and coordination of all the learners in class % Elango. Dor e"amples include

    learners in

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    e) !ttitudes s,i%%s 3 An attitude is an ac!uired internal state that influences the choice of 

    learners personal action toward language game activities in the class. Attitudes represent

    intrinsically motivated choices people make. ;ome of the most important outcomes are

    really attitudes.

    4igure 6.2.6; Goa% ana%'sis for attitude s,i%%s

    Goa%; To e"amine whether the learner motivation in learning grammar increase through

    language games learning

    Gagne2s #'-44) belief is that within each of these five categories, regardless of the

    subect matter of instruction, the same !ualities of performance apply #Bhadooi,  B., ostami,

    B. and ;auid 9sha!, %&''). 9n other words, similar instructional strategies can be applied to

    goals that fall into the same category, even if the goals cover different subect matter #refer figure

    (.%.C). Therefore, once classified the goals according to the proper learning domain, instructional

    designer can apply appropriate learning conditions, or strategies, in order to bring about different

    kinds of human performance.

    6.2.7; 4rame-or, of Instructiona% goa% ana%'sis

    27

    $emonstrate the

    effects of takingunhealthy food in

    daily life

    $iscuss or identifytypes of unhealthy

    food in group

    E"plain whythey must eat

    healthy food

    7hoose recommend things

    that good for 

    health for friends

    IN$TRUCTION!L GO!L

    To determine the effectiveness of using language games to enhance grammar skills for awa Tamil ;chool, ;eremban.

    Goa% ana%'sis for

    attitude s,i%%;

    To e"amine whether the

    learner motivation inlearning grammar 

    increase through

    language games learning

    Goa% ana%'sis for

    s'c&omotor s,i%%s;

    To determine

    whether the languagegames can improve

     pupils1

    Goa% ana%'sis for

    inte%%ectua% s,i%%s;

    To identify whether the

    language games can help pupils in sentence

    construction.

    Goa% ana%'sis for a

    +erba% information

    s,i%%s; To

    e"amine whether language games can

    increase the pupils1

    http://www.ncbi.nlm.nih.gov/pubmed/?term=Khadjooi%20K%5Bauth%5Dhttp://www.ncbi.nlm.nih.gov/pubmed/?term=Khadjooi%20K%5Bauth%5Dhttp://www.ncbi.nlm.nih.gov/pubmed/?term=Rostami%20K%5Bauth%5Dhttp://www.ncbi.nlm.nih.gov/pubmed/?term=Ishaq%20S%5Bauth%5Dhttp://www.ncbi.nlm.nih.gov/pubmed/?term=Khadjooi%20K%5Bauth%5Dhttp://www.ncbi.nlm.nih.gov/pubmed/?term=Rostami%20K%5Bauth%5Dhttp://www.ncbi.nlm.nih.gov/pubmed/?term=Ishaq%20S%5Bauth%5D

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    6.5 (erformance ob=ecti+es

    #;ources from0 http0QQwww.itma.vt.eduQmodulesQspring&FQinstrdesQlessonF.htm)

    2-

    ;ub goal '0 7hoose

    recommend things that good for health for friends

    ;ub goal '0 Go to

    classroom shopmarket

    ;ub goal '0 9dentifymasculine or 

    feminine #gender)

    and make sentences

    ;ub goal '0 =ame the thing

    that found in

    classroom shop

    ;ub goal %0 E"plain why they

    must eat healthy food;ub goal %0 +argaining

     product price with

    salesperson

    ;ub goal %0

    $ifferentiate

    common nouns and proper nouns and

    make sentences

    ;ub goal %0

    E"plain the

    goods that have

     been sold or  bought

    ;ub goal F0 $iscuss or identify

    types of unhealthy food in

    group

    ;ub goal F0 +uyingthings as a customer and

    selling things as a

    salesperson ;ub goal (0 $emonstrate the

    effects of taking unhealthy food

    in daily life

    ;ub goal F0

    $efine the concept of nouns and make

    sentences

    ;ub goal F0

    $iscuss items purchased with

    friends or in

    group

    http://www.itma.vt.edu/modules/spring03/instrdes/lesson3.htmhttp://www.itma.vt.edu/modules/spring03/instrdes/lesson3.htm

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    HPEI 7013INSTRUCTIONAL DESIGN

    The performance obectives are detailed description of what students will be able to do

    when they complete a unit of instruction. According to @ager, a learning obective should ideally

    include the following three components such as behaviours, condition and criteria. Therefore,

    this study highlighted part of obectives as below.

    4igure 6.5.1; (art of erformance ob=ecti+es in %anguage games %earning

    Jarts of obectives $escription E"amples

    Conditions /CN) The instructional designer

    will provide resources and

    material for % Elango learners

    when performing the skill.

    '. emembering the words appear in

    the cards

    %. +argaining product price with

    salesperson

    *e&a+iour/*) 9ncludes learners1 action,

    content and concepts into

    learning grammar throughout

    language games.

    '. Learners able to find the answers

     by reading the hints given.

    %. $efine the concept of nouns and

    make sentences

    F.$ifferentiate common nouns and

     proper nouns and make sentences

    Criteria/CR) Acceptable performance

    skills of learners '. $emonstrate the effects of taking

    unhealthy food in daily life

    %. 7hoose recommend things that

    good for health for friends.

    7.0 DLO(ING !$$$$NT IN$TRUNT$

    29

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    #;ources from0 http0QQwww.itma.vt.eduQmodulesQspring&FQinstrdesQlessonF.htm)

    This study focused on learner3centered assessment which is linked very closely to the

    traditional notion of "riterion#re$eren"e%  tests. The name "riterion#re$eren"e%  is derived from the

     purpose of the test0 to find out whether the criteria stated in an obective have been achieved.

    7riterion3referenced assessments are composed of items or performance tasks that directly

    measure skills described in one or more behavioral. ;ummative assessment and formative

    assessment also will carry out in this instructional design. $ick, 7arey and 7arey #%&'() discuss

    four different types of criterion3referenced tests that can use to fit into this instructional design

    study below.

    7.1 ntr' *e&a+iours Test

    An entry behaviours test will give to % Elango class learners before instruction of 

    language games begins. 9t is designed to assess learners1 mastery of prere!uisite knowledge

    about the grammar skills. Dor instance, asking simple !uestions about countable nouns,

     preposition and gender.

    7.2 Discussion

    There will be discussions with some English teachers to find out the % Elango1s pupils1

    level of proficiency and motivation towards the English language. 9t was informed by the teacher 

    that the learners already have previous knowledge on topic of numbers, countable nouns, gender,

    and preposition. 9ts help to addresses the class of students with poor achievement in English

    language learning.

    30

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    7.5 Records

    ;tudents1 previous academic records get from the %  Elango  class teachers to identify

     pupils1 academic achievement in English Language #refer appendi" ii)

    7.6 >ourna%?rogress notes

    ;ome information regarding uses of language games to learn grammar are gathered from

     previous researches such as ournals, maga/ines, books and so on.

    7.7 Obser+ation

    9nstructional designer observe the % Elango1s learners behavior in the classroom while

    teaching and learning occurred called nonparticipant observation before developing the

    instructional design. And, the participant observation will take place when conducting the

    language games activities in the classroom.

    31

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    7.8 @uestionnaire

    A set of !uestionnaire will given to two English teachers #refer to appendi" iii) to find out

    the use of language games to enhance pupils performance in English as well as to increase pupils

    motivation in learning grammar. And, also for the students to get to know their motivation level

    towards learning English in the classroom #refer to appendi" iv).

    7.A (reBtest

    A pre3test is also will use to determine whether learners have already mastered some of 

    the skills in grammar. This pre3test is often combined with an entry behaviours test. The entry

     behaviours test determines whether or not students are ready to begin instruction, while the pre3

    test helps determine which skills in they may already be familiar with. #refer appendi" v).

    ;tudents will be given C& minutes to paper ' and ' hour 'C minutes to paper %.

    7. (ractice Tests

    Jractice tests solicit learners1 participation during the language games instruction by

     providing them with a chance to rehearse the new skills as well as the instructor will also provide

    corrective feedback to keep learners on track. The following are the description of language

    games and grammar items that will be used and measured to get the results.

    7..1 Descrition of t&e %anguage games

      There are ten set of games that the researcher will use in the language games activities in

    the classroom with the target pupils. The following are the description of the games involved as a

     practice test in the classroom.

    Game '0 7lassroom shop

    The

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    The teacher will start the conversation as a customer.

    The pupils in each group will act as the salesperson

     or shopkeeper. Jupils will be given a list of item

    that they have to buy.

    Game %0 Going away

    Jupils will be given a checklist. Jupils will act

    as tourists and they have to tell the others what

    they prefer to bring along during their visit to

    certain places. Each pupil can repeat the items

    and add of his or her own.

    Game F0 +ingo

    Jupils will be given a bingo card. Teacher will

    dictate words and the pupils can choose which

    s!uare to write them in. Each of the words that

    were dictated is then put into a bo".

    Game (0 7rossword

    Each pupil will be given a copy of crossword

     pu//le that contains the words the pupils havelearned in previous class. The pupils need to

    find the answer by reading the hints given.

    Game C0 Dind ;omebody *ho

    33Do 'ou

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    Jupils need to answer a set of *hoR !uestions.

     They need to find the person name by using

    $o youRM !uestions.

    Game 0 @emory

    Jupils need to remember the words that appear in

    cards. The pupils will get points according to how

    many cards they got correctly. 

    Game 50 @usical 7hairs

    Jupils will move around arranged chairs. They

    need to move and get the chairs to sit on when

    the music stop. The pupils without a chair need

    to spell correct spelling of words given by the

    teacher.

    Game 40 Jass the Jarcel

    Jupils need to pass around a parcel that contains

    instructions while music is playing. The pupils who

     get the parcel when the music stop needs to do or 

     act out based on the instruction given.

    Game -0 7orrect the ;pelling ace

    Jupils need to correct the spelling given in word

    cards. They take turns to race to the board andwrite the correct spelling based on the pictures

    clues.

    Game '&0 *here is itM

    Jupils take turns to hide small obects under

    3"

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    three to four cups. Jupils need to guess by

    asking !uestions like, 89s it under #the blue cup):.

    7.E (ostBtest

    Jost3test are given following instruction, and help to determine if learners have achieved the

    obectives that set out for them in the beginning. Each item on a post3test should match one of 

    instructional obectives, and the test should assess all of the obectives, especially focusing on the

    grammar components. Jost3test are used by instructors to assess learner performance and hand

    out grades, but in this study as a instructional designer the primary purpose of the post3test is to

    help identify areas where the instruction is not working and find some other method to solve it.

    ;tudents will be given the same time as pre3test. #refer appendi" vi)

    7.10 Designing Tests F riting Items

    There are !uite a few issues to consider when designing assessment instruments. Let.s spend a

    little time discussing some of the more important ones.

    T'es of !ssessment Items

    The first thing we want to look at is the various types of items you can use when creating

    assessment items. Earlier we discussed different types of tests #Entry +ehaviors Test, Jretest,

    Jractice Tests, and Josttests)? now we are discussing individual test items. Jossible test items

    include0

    • Essay

    • Dill3in3the3blank 

    • 7ompletion

    • @ultiple3choice

    35

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    • @atching

    • Jroduct checklist

    • Live performance checklist

    9n the table on page 'C(, $ick and 7arey give some guidelines for selecting item types according

    to the type of behavior specified in your obective. This table provides a good starting point for 

    deciding on what item type to use for a particular obective. 6owever, when it comes right down

    to it, the wording of your obective should guide the selection of item type.

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    terms of fre!uency and percentages. The !ualitative data will help to elicit more in depth

    e"planation in the research findings.

    .& ;H@@A<

    37

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    C9!(TR T9R

    R$!RC9 T9ODOLOG#

    5.0 Introduction

    This chapter outlines the methodology employed in this research which includes research

    design, population and sample, research instruments, procedures for data collection and

     procedures for data analysis.

    5.1 Researc& Design

    This mini research proect will use !uantitative and !ualitative methodology. The

    following are the description of language games and grammar items that will be used and

    measured to get the results.

    5.1.1 Descrition of t&e %anguage games

      There are ten set of games that the researcher will use in the language games activities in

    the classroom with the target pupils. The following are the description of the games involved.

    Game '0 7lassroom shop

    The

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    Game %0 Going away

    Jupils will be given a checklist. Jupils will act as tourists and they have to tell the others what

    they prefer to bring along during their visit to certain places. Each pupil can repeat the items and

    add of his or her own.

    Game F0 +ingo

    Jupils will be given a bingo card. Teacher will dictate words and the pupils can choose which

    s!uare to write them in. Each of the words that were dictated is then put into a bo".

    Game (0 7rossword

    Each pupil will be given a copy of crossword pu//le that contains the words the pupils have

    learned in previous class. The pupils need to find the answer by reading the hints given.

    Game C0 Dind ;omebody *ho

    Jupils need to answer a set of *hoR !uestions. They need to find the person name by using $o

    youRM !uestions.

    Game 0 @emory

    Jupils need to remember the words that appear in cards. The pupils will get points according to

    how many cards they got correctly.

    Game 50 @usical 7hairs

    Jupils will move around arranged chairs. They need to move and get the chairs to sit on when the

    music stop. The pupils without a chair need to spell correct spelling of words given by the

    teacher.

    Game 40 Jass the Jarcel

    Jupils need to pass around a parcel that contains instructions while music is playing. The pupils

    who get the parcel when the music stop needs to do or act out based on the instruction given.

    39

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    Game -0 7orrect the ;pelling ace

    Jupils need to correct the spelling given in word cards. They take turns to race to the board and

    write the correct spelling based on the pictures clues.

    Game '&0 *here is itM

    Jupils take turns to hide small obects under three to four cups. Jupils need to guess by asking

    !uestions like, 89s it under #the blue cup):.

    As with language games activities above, teachers need to pay careful attention to the

    difficulty level of games. Jart of the appeal of games lies in the challenge. Therefore,

    understanding on how to play the game and understanding the language content is more

    important to take part in the language games. $emonstrations of how the game is played? clear 

    directions from the teacher and the resources such as, newspapers, pictures, flash cards, word

    cards, dictionaries and te"tbooks are being the most important element in order to having the

    language games successfully in the classroom.

     The researcher will alternate the games sets according to the topics they will learn in the

    English lesson. The language games activities will also be given as homework as enrichment

    activities to improve pupils1 grammar skills.

    5.1.2 Grammar items

    There are few grammatical items chosen for those language games, which are  Nouns,

     Pronouns and Preposition. +y referring to the 7urriculum ;pecification, the e"amples of  Nouns

    item used will be ountable Nouns, Number, ommon Nouns, Proper Nouns and  Gen%er.  Dor 

     Pronouns, the item will be Personal pronouns and Possessie pronouns. Preposition o$ lo"ation

    and %ire"tion are the items that will be used in the language games activities.

    5.2 $am%e and (ou%ation

    There are 'F&& students altogether in the research area. The selected school is located in

    urban area of ;eremban, =egeri ;embilan. Every standard consists of five classes. +ut, the

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    subect if this research will be drawn from one class of standard % from =ational Type Lorong

    >awa Tamil ;chool because of time concerns which is namely % Elango.

    There are %4 pupils in the class. '% of them are males and the rest of them are females.

    #efer appendi" '). The pupils will be from different ethnic groups, which are @alay and

    9ndians. Therefore, they are considering E;L pupils whereby their first language is different from

    one another. The main reason of selecting % Elango as a respondent of this mini research is

     because of the pupils1 level of proficiency in English is lower compared to the other classes. 9n

    order to measure the effectiveness of using language games to enhance grammar skills, the pupils

    in % Elango will be selected as the sample for this research.

    5.5 Researc& Instrument

    ;everal instruments will be employed during this research. The following were the

    description of the instruments used.

    5.5.1 Discussion

    There will be discussions with all the English teachers of the school to find out the

     pupils1 level of proficiency and motivation towards the English language. 9ts help to addresses

    the class of students with poor achievement in English language learning.

    5.5.2 @uestionnaire

    There will be !uestionnaires given to the pupils after the teaching and learning process

    conducted using language games. Teachers also will be given !uestionnaires after the discussion

    to e"amine their perception of teaching grammar using different strategies.

    5.5.5 Tests

    There will be a pre3test and a post3test given to the pupils in % Elango before and after the

    class activities using language games.

    5.5.6 Obser+ation

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    Jupils involvement while they engaged with language games in the classroom also been

    observed by the researcher to determine pupils1 motivation level and satisfactory condition. And,

    the communication process among the pupils also been observed by the researcher to give a clear 

     picture when giving homework such as sentences construction.

    5.6 (rocedures for Data co%%ection

    There are few procedures that researcher needs to do in order to gain data for this

    research. The details of the procedures will be further e"plained in this following section.

    ;tage '

    The researcher will discuss with the English teachers of the class selected. This is to get

    information about the pupils1 level of proficiency, style of learning, interests, motivations and

    family background.

    ;tage %

    A brief discussion will be carried out with the pupils before the pre3test session. The pupils will

     be given pre3test before the activities using language games to measure their background

    knowledge, amount of vocabulary and their ability to construct simple sentences.

    ;tage F

    The researcher will carry out the activities using language games. Observation will be conducted

    during the session.

    ;tage (

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    After completing the activities using language games, the pupils will be given the post3test. This

    is to find out the pupils1 improvement after the activities using language games.

    5.7 (rocedures for Data !na%'sis

    After the data has been collected, it will present according to the following types0 The

    !uantitative data collected through the !uestionnaire, pre3test and post3test will be presented in

    the form of table and graph while the !ualitative data collected through the discussion and

    observation will be the form of ournal writing. Analysis base on the !uantitative data will be in

    terms of fre!uency and percentages. The !ualitative data will help to elicit more in depth

    e"planation in the research findings.

    5.8 Conc%usion

    This chapter e"plained the methodology used in the research which include the research

    design, sample and population, research instrument, procedures for data collection and

     procedures for data analysis. 9t is hope that the data collection will show the effectiveness of 

    using language games to enhance grammar skills among the pupils.

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    6.0 DI$CU$$ION

    7urrently, through games, students are able to learn various skills including spelling,

    vocabulary words, counting, money management, history, social studies, using what is given and

    not complaining, following rules, waiting turns, problem solving, communication skills, trivia,

    telling time, matching colors or shapes, and e"hibiting appropriate behaviors by playing board

    games. Games fit in almost every subect in today2s classrooms creating une"pected or stealth

    learning opportunities while accommodating various student3learning styles and encouraging

    comple" skills such as decision making which allows even students with disabilities to utili/e

    them.

    As re!uired in the task given, this mini research proect included proposal writing.

    Therefore, this research carried out until methodology. And, the result of the research area will

    find out after the data is analy/ed. 6owever, the researcher also hoped that language games can

    solve the problems in learning English among weak pupils, if not totally, at least to some e"tent.

    Dull support of parents and local community can make language games as success tool in

    teaching and learning of English. 

    9n order to reach these students and protect them from boredom, educators are constantly

    searching to find new techni!ues to motivate and engage students to foster a greater desire for 

    school and learning. As teachers are preparing to teach grammar rule, they must align their 

    ""

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    teaching to the students2 level in order to connect and make learning meaningful by using variety

    of language games.