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Why should games be used in classroom?

Title: Why should games be used in classroom?

Project Report , 2019 , 15 Pages

Autor:in: Shazia Yasmin (Author)

Didactics for the subject English - Pedagogy, Literature Studies
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Summary Excerpt Details

This research addresses the problem of memorizing new vocabulary and their definitions in general and motivating students to memorize those scientific vocabularies in particular. This research examines the implementing of games as an effective learning strategy to acquire new vocabulary, solve this problem in an interesting way, and raise the student’s awareness to study and to get maximum results. The outcome of this research showed that it can increase student’s ability and motivation to memorize new words. The data extracted from using vocabulary games in different classes and by getting feedback from students.

Excerpt


Inhaltsverzeichnis (Table of Contents)

  • Introduction
  • Literature Review
  • Methodology
  • Conclusion
  • References

Zielsetzung und Themenschwerpunkte (Objectives and Key Themes)

This research explores the use of language games as an effective strategy for vocabulary acquisition, particularly focusing on memorizing new vocabulary, motivating students, and addressing the challenges faced in learning scientific terminology. The study examines the impact of games on student engagement and vocabulary retention.

  • The importance of vocabulary in language learning.
  • The role of motivation in vocabulary acquisition.
  • The benefits of using games in language learning.
  • The effectiveness of games for vocabulary development.
  • The impact of games on student engagement and motivation.

Zusammenfassung der Kapitel (Chapter Summaries)

  • Introduction: This chapter outlines the significance of vocabulary in language learning and highlights the challenges faced by students in memorizing new vocabulary, particularly scientific terms. It introduces the concept of games as a potential solution to motivate and engage students in vocabulary acquisition.
  • Literature Review: This chapter delves into the literature on vocabulary acquisition, focusing on the importance of motivation in language learning and the benefits of using games as a learning strategy. It explores existing research and theories on the effectiveness of games in enhancing vocabulary development.

Schlüsselwörter (Keywords)

The primary focus of this research is on the use of language games for vocabulary acquisition, student motivation, and the challenges of learning scientific terminology. Key concepts explored include vocabulary learning strategies, game-based learning, student engagement, and the impact of games on vocabulary retention.

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Details

Title
Why should games be used in classroom?
Course
TEFL
Author
Shazia Yasmin (Author)
Publication Year
2019
Pages
15
Catalog Number
V470203
ISBN (eBook)
9783668964600
ISBN (Book)
9783668964617
Language
English
Product Safety
GRIN Publishing GmbH
Quote paper
Shazia Yasmin (Author), 2019, Why should games be used in classroom?, Munich, GRIN Verlag, https://www.grin.com/document/470203
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