Final Asignment 2024 - Hoàng Trần Gia Huy - 2371K1

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HANOI OPEN UNIVERSITY

FACULTY OF ENGLISH

ASSIGNMENT ON SCIENTIFIC RESEARCH METHODOLOGY

MA Thesis Proposal

IMPROVING THE ENGLISH GRAMMAR LEARNING ABILITY OF STUDENTS AT


MINH CHAU HIGH SCHOOL, YEN MY DISTRICT THROUGH GAMES
Cải thiện khả năng học ngữ pháp tiếng Anh của học sinh trường THPT Minh Chau, huyện
Yên Mỹ thông qua các trò chơi
HOANG TRAN GIA HUY

Date of birth: 07/11/2001


Group: 2371K01
Field: English Language

Hanoi – 2024
2. TABLE OF CONTENTS
Contents Page number
1. Introduction 1
1.1. Rationale …
1.2. Aim and objectives …
1.3. Scope of the study …
1.4. Research questions …
1.5. Structure of the study …
2. Literature Review …
2.1. Overview of previous studies …
2.2. Theoretical framework …
3. Proposed Research Methodology …
3.1. Research approaches …
3.2. Population and sample …
3.3. Research methods (data collection instruments/tools,
procedure, data analysis)
4. Proposed Chapter Outline …
References …

3. MAIN TEXT
Chapter 1: Introduction
1.1. Rationale
Grammar learning stands as a cornerstone of language acquisition, providing the structural
foundation upon which effective communication is built. However, for many students,
mastering the intricacies of grammar can be a daunting task, marked by complexities and
challenges that hinder progress. Minh Chau High School, nestled in the heart of Yen My
District, faces similar hurdles in equipping its students with the requisite grammar proficiency
to excel in linguistic expression. Recognizing the significance of addressing this educational
need, there emerges a compelling opportunity to explore innovative pedagogical approaches
that not only mitigate these challenges but also foster a vibrant and engaging learning
environment.
In light of these considerations, the quest to improve the grammar learning ability of students
at Minh Chau High School through games emerges as both a pragmatic necessity and a
pedagogical imperative. By harnessing the motivational and interactive elements of gaming,
educators can create a more immersive learning experience that promotes active participation
and knowledge retention.
1.2. Aim and objectives of the study
The aims of this study are set out as follows:

• To assess the effectiveness of gamified grammar learning in improving students' grammar


proficiency.
• To explore the attitudes of students towards the incorporation of games into the language
learning curriculum.
• To identify the most effective types of games for facilitating grammar acquisition.
Scope of the study
Social Scope: Students at Minh Chau High School
Academic Scope: English Grammar learning
1.3. Research questions
• How does the integration of games into grammar instruction impact the overall grammar
proficiency of students at Minh Chau High School in Yen My District?
• What are the attitudes and perceptions of students towards gamified grammar learning
at Minh Chau High School?
• Which types of games are most effective in facilitating grammar acquisition among
students at Minh Chau High School?
The study consists of 5 chapters:
Chapter 1: Introduction
Chapter 2: Literatature review
Chapter 3: Methodology
Chapter 4: Findings and Discussion
Chapter 5: Conclusion
References
Chapter 2: Literature review
2.1. Overview of previous studies
2.1.1 2 previous studies of two foreign authors
2.1.2 2 previous studies of two Vietnamese authors
2.2. Theoretical background/frameworks
2.2.1 Learning English grammar
English grammar learning is a fundamental component of language acquisition, serving as the
structural framework for effective communication. As educators and researchers seek to
optimize pedagogical approaches to grammar instruction, a rich body of literature has emerged,
exploring various methodologies, theoretical frameworks, and technological innovations
aimed at enhancing grammar learning outcomes. This literature review synthesizes key
findings from empirical studies, theoretical perspectives, and educational innovations to
provide a comprehensive overview of current trends and best practices in learning English
grammar.
• Traditional Grammar Instruction:
• Communicative Approaches:
• Task-Based Learning:
• Technology-Enhanced Grammar Instruction:
• Gamification of Grammar Learning:
2.2.2 Using games in teaching English grammar
The integration of games into English grammar instruction represents a dynamic and engaging
approach to language learning, harnessing the inherent motivational and interactive qualities
of gaming to enhance grammar acquisition. This literature review synthesizes empirical
research, theoretical perspectives, and pedagogical insights to explore the efficacy, benefits,
and challenges of using games in teaching English grammar.

Motivation and Engagement:


Active Learning and Practice:
Contextualized Learning:
Collaborative Learning:
Challenges and Considerations:
Chapter 3: Methodology
3.1. Research approaches
The study was taken by the quantitative and qualitative methods. The surveys were designed
to be aligned with the research questions and research objectives. Direct interviews and actual
teaching were conducted to get the real observations.
3.2. Population and sample
Students at DHN in the context of first and second years. As a matter of fact, they exclusively
study English courses in this time frame.
3.3. Research methods
a. Observation
b. Questionaires/Survey
c. Test
d. Interview
Chapter 4: Results/Findings and discussion
4.1. Results/Findings
4.1.1 Impact of games towards Minh Chau learners English grammar skill
4.1.2 Students’ attitudes regarding to this techinique
4.1.3 Students’ learning motivations
4.2. Discussion
4.2.1 Student’s improvement and change after the test
4.2.2 The viability and potential of using games to teach grammar in English.
Chapter 5: Conclusion
The conclusion summarizes the main key points
References
Celce-Murcia, M. (2001). Teaching English as a second or foreign language (3rd ed.). Heinle
& Heinle Publishers.

Chapelle, C. A. (2001). Computer applications in second language acquisition: Foundations


for teaching, testing, and research. Cambridge University Press.

Deterding, S. (2013). Gamification: Designing for motivation. Interactions, 20(4), 14-17.

Ellis, R. (2002). The place of grammar instruction in the second/foreign language curriculum.
In E. Hinkel & S. Fotos (Eds.), New perspectives on grammar teaching in second language
classrooms (pp. 17-34). Lawrence Erlbaum Associates.

Fotos, S. (1998). Shifting the focus from forms to form in the EFL classroom. ELT Journal,
52(4), 301-307.
Gee, J. P. (2003). What video games have to teach us about learning and literacy. Computers
in Entertainment (CIE), 1(1), 20-20.
Research schedule

Research phase Objectives (with examples) Deadline (with examples)

1. Background ● Meet with supervisor for initial 30th May


research and discussion
literature review ● Conduct a more extensive
review of relevant literature
● Refine the research questions
● Develop a theoretical
framework

2. Research ● Design questionnaires 25th June


design planning ● Identify online and offline
channels for recruiting participants
● Finalize sampling methods
and data analysis methods
3. Data collection ● Recruit participants and send 10th July
and preparation out questionnaires
● Conduct semi-structured
interviews with selected participants
● Transcribe and code
interviews and clean survey data

● Statistically analyze survey 30th August


4. Data analysis data
● Conduct thematic analysis of
interview transcripts
● Draft the results and
discussion chapters

5. Writing ● Complete a full thesis draft 5th September


● Meet with supervisor to
discuss feedback and revisions

6. Revision ● Redraft based on feedback 15th October


● Get supervisor approval for
final draft
● Proofread
● Print, bind and submit

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