Lizentiatsarbeit, 2021
43 Seiten, Note: 1
Didaktik für das Fach Englisch - Grammatik, Stil, Arbeitstechnik
This diploma paper explores the effectiveness of using games to teach vocabulary to teenagers in a junior high school setting. It examines the educational value of games, their potential to enhance student motivation and engagement, and their impact on classroom dynamics. The research aims to determine whether games are a useful tool for vocabulary revision and how they contribute to a positive learning experience.
This diploma paper focuses on the use of games in teaching vocabulary to teenagers. Key topics include vocabulary acquisition, teaching strategies, learning styles, motivation, behaviour, EFL classroom practices, and action research methodology. It also draws on research findings and theories related to educational games, teenage development, and the integration of technology in language learning.
The paper examines the usefulness of games in the classroom and their specific impact on the motivation and behavior of teenagers learning English vocabulary.
Teenagers undergo significant developmental changes that influence the learning process. The paper discusses the unique difficulties and the impact of technology on this age group.
The paper explores the roles of short-term store, working memory, and long-term memory in the process of acquiring new words.
The research provides a definition and classification of games, such as communicative, strategic, and structuralized games, highlighting their unique educational value.
Chapter 3 discusses the disadvantages, which may include classroom management issues or a focus on fun over actual linguistic progress if not implemented correctly.
It describes action research conducted in a junior high school in Września, including specific lesson plans and an analysis of how games influenced student outcomes.
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