Improving Students Speaking Proficiency Using Games
Improving Students Speaking Proficiency Using Games
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Course Details
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Abstract
games. The study aimed to investigate the integration of language games into the classroom
a purposeful sample of high school students in the second year of English as a foreign
observations, and document analysis. Thematic content analysis identified major themes.
Results demonstrated that language games fostered motivation, reduced anxiety, improved
challenges like time constraints and diverse proficiency levels existed, the benefits
outweighed the obstacles. The study underscores the need for teacher training and a balanced
Method
Research Design
This study uses qualitative action research for investigating and analyzing classroom
practices. The design facilitates collaboration and critical reflection, enabling teachers and
Participants
The participants in this action research project include a purposeful sample of thirty
ensure informed consent. The age range of the students is sixteen to eighteen, with
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European Framework of Reference for Languages (CEFR). Due to the limited proficiency of
the participants, communication with the authors is mainly in Arabic, using Arabic, and little
English.
Instrument
The primary data collection instruments for this study include semi-structured
Procedure
This section involves collecting and treating data in any given field. In this action
research project, data collection and analysis will occur iteratively and is vital for answering
the research question "How can incorporating games into language instruction improve
student interactions, and teacher facilitation (Mavaza & Khalif, 2019). These observations
provide real-time insights into game activities and their impact on speaking proficiency.
The second step involves interviews with teachers and students. Semi-structured
perceptions regarding language acquisition through games. The interviews can take place
individually or as focus group discussions, allowing for open-ended questions and in-depth
discussions (Kamboh et al., 2019). Audio recording and transcriptions of the discussions will
be utilized for accurate data analysis. The research considers the important aspect of student
and teacher permission for recording and digitizing the discussions (Kettowska & Smirnova,
2021).
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Data Analysis
Data analysis will follow a systematic and thematic approach. Particularly the
approach suggested by Robinson et al. (2021), who offered an eight-step approach for fun
reading, was utilized in this paper. All field notes obtained from classroom observations and
the interviews will be read manually to understand the conceptual framework of the project's
purpose.
Results
This report presents the findings obtained from the assessment of students through
games and the action research study. The findings offer valuable insights into how learning
foreign languages in a fun manner resulted in positive impacts on the experiences of the
students. Many students indicated that they needed to enhance their speaking skills through
fun and engaging activities. As a result, students reflecting on language acquisition through
games showed much improved speaking proficiency skills in terms of confidence, fluency,
and vocabulary use. Overall, students favored language acquisition whereby they showed
classroom. The research highlights the students' challenges and needs in acquiring secondary
languages while stressing the gains obtained through enjoyable activities. In addition, non-
participant observation helped generate credible data confirming that games in the classroom
help achieve the objective discussed above. In short, it is fair to assert that games positively
References
Kamboh, S. A., Mandan, I. N., Lone, M. A, Ullah, M. A., Riana, R. L., & Abareen, K.
Intercultural Online Teaching and Learning in the times of Covid-19: A Case Study.
https://doi.org/10.3916/C62-2021-01
Mavaza, A., & Khalif, I. (2019). Exploring Classroom Discourse through Action Research:
Robinson, L. S., Chambers, S. A., Peele, P., Stewart-Sicking, J., Clark, L. Y., Jones, L.-Sy,
/nal K./ron, & Chavis, A. M. (2021). Fun Over Fatigue: A Framework for Engaging in
http://jmchshpe.pubpub.org/pub/whc14r3m