This diploma paper aims at examining the usefulness of games into classroom and their impact on students’ motivation and behaviour. The first chapter presents an overall description of vocabulary and to its function in EFL classroom. Additionally, it explains what aspects learners should know in order to possess complete knowledge of an item. The treatment of the process of remembering and presenting vocabulary items is also presented.
The second chapter gives an overview of teenagers, their developmental changes and the influence they have on a teaching and learning process. Moreover, this part of the diploma paper discusses difficulties when teaching teenagers and the strong impact that technology has on students.
The third chapter discusses the educational value of games in a foreign language teaching. It also presents game’s definition and the criteria of selecting games. Additionally, the chapter discusses the drawbacks of using games in EFL classroom.
The last chapter is the practical part of this project and it describes the action research carried out in a junior high school in Września. This chapter presents lesson plans and description of the proceedings of the lessons. The study intended to find out whether games are a useful tool for vocabulary revision and how they influence students motivation and behaviour.
Table of contents
Table of contents
Introduction
Chapter 1: Teaching vocabulary
1.1. The importance of teaching vocabulary
1.2. What knowing a word includes?
1.2.1. Form, pronunciation and spelling
1.2.2. Grammar
1.2.3. Collocation
1.2.4. Aspects of meaning
1.2.5. Meaning relationship
1.2.6. Word formation
1.3. How words are remembered?
1.3.1. Short-term store
1.3.2. Working memory
1.3.3. Long-term memory
1.4. Remembering vocabulary
1.4.1. Word lists
1.4.2. Labelling and topic webs
1.5. Presenting vocabulary
1.5.1. Pointing
1.5.2. Pictures
1.5.3. Gesture and mime
1.5.4. Explanation
1.5.5. Definition
1.5.6. Translation
Chapter 2: Teaching teenagers
2.1. The overview of teenagers
2.2. The developmental changes
2.3. Teaching teenagers
2.4. Teenagers and technology
2.5. The difficulties of working with teenagers
Chapter 3: Using games for language teaching
3.1. The role and function of language games in EFL classroom
3.2. What distinguishes a game from other activities in an EFL classroom?
3.3. Classification of games
3.3.1. Code-control and communicative games
3.3.2. The games of chance and strategic games
3.3.3. Non-stimulation and stimulation games
3.3.4. Structuralised and non-structuralised games
3.4. Disadvantages of using games
Chapter 4: Using games in the language classroom
4.1. The aim of the study
4.2. Lesson plans
4.3. Summary
Conclusion
References
- Citation du texte
- Anika Grudziak (Auteur), 2021, Using games in teaching vocabulary to teenagers. Impact on students’ motivation and behaviour, Munich, GRIN Verlag, https://www.grin.com/document/1323213
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