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CHAPTER 3: PRACTICAL PART. INVESTIGATING THE USE OF ROLE PLAYS AND GAMES IN EFL CLASSROOM


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CHAPTER 3: PRACTICAL PART. INVESTIGATING THE USE OF ROLE PLAYS AND GAMES IN EFL CLASSROOM


3.1 Research Design and Hypothesis of the Study

The practical part is based on three researches. The first short survey was designed for general public. The objective was to collect information about the common perception of the use of games in an English classroom. The second questionnaire was targeted at lower secondary school teachers of English. The aim was to get information about the use of games in their teaching and to gather various games popular among teachers.


Collecting information by means of questionnaires was chosen for the following reasons:
a) To get higher response rate – In order to reach high number of participants some questionnaires were distributed by emails or were made accessible on the internet.
b) Not to be time dependent – Respondents were not under time pressure. They could choose when to complete the questionnaire and take as much time as they wished.
d) To increase response rate within a certain time limit – The survey by using questionnaires usually lasts relatively short period of time.
The main reason for doing the questionnaire survey was to get teachers´ and learners´ opinions on using games in English lessons. Many authors and tutors regard games as an integral part of teaching. On the other hand, many teachers admit that in order to comply with all the school curriculum requirements they have limited opportunities to utilize games during their lessons.
Teachers´ questionnaires were focused on using games according to the grade, their frequency and the reasons for integrating them in English lessons. In the survey teachers were asked to list games most often used during their lessons and describe three of them. These described games are included in the last part of the thesis, in the Game Resource Bank, which serves as a valuable source of tried and tested games for author´s (but not only) teaching practise.
The majority of learners will play games, the most popular being computer games.
The main reason for using games in an English classroom according to students will be a break from the lesson and an opportunity to relax.



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