Page 1
i
UNIVERSITY OF GUAYAQUIL
FACULTY OF PHILOSOPHY, LETTERS AND SCIENCES OF EDUCATION
SCHOOL OF LANGUAGES AND LINGUISTIC
EDUCATIONAL PROJECT PREVIOUS TO OBTAIN THE DEGREE IN SCIENCES OF EDUCATION
MENTION: ENGLISH
TOPIC:
“THE INFLUENCE OF LUDIC ACTIVITIES IN VOCABULARY
DEVELOPMENT”
PROPOSAL:
DESIGN A DIDACTIC GUIDE WITH LUDIC ACTIVITIES FOR VOCABULARY
DEVELOPMENT
AUTHORS:
GUTIERREZ VALDEZ MAGALY CAROLA
RUIZ JAUREGUI JENNIFER LILIBETH
ADVISOR: MSc.LUCILA SANCHEZ PEREZ
Guayaquil, 2019
Page 2
ii
UNIVERSITY OF GUAYAQUIL FACULTY OF PHILOSOPHY, SCIENCES AND LETTERS OF EDUCATION
EDUCATIONAL PROJECT
BOARD OF DIRECTORS
___________________________________ ____________________________
MSc.Santiago Galindo Mosquera MSc.Pedro Rizzo Bajaña
DEAN SUB-DEAN
________________________ _________________________
MSc.Sara Anaguano Peréz Ab.Sebastián Cadena Alvarado
.
DIRECTOR SECRETARY
Page 4
iv
DEDICATION
I dedicate this thesis to God and my family who has been my support anytime in
order to finish my career. God has been the most important help of my life
guiding me through his scripture and Holy Spirit. My parents and my daughter
Genesis have been encouraging me unconditionally everyday.
MAGALY CAROLA GUTIERREZ VALDEZ.
Page 5
v
ACKNOWLEDGMENT
First and foremost, I thank God because without him, this thesis would not have
been possible. To my mother Lcda. Olga Valdez a morally good woman she
taught me the effort, sacrifice and humility that people need to have success.
My mother showed me how to be patient and she encouraged me to pursue my
dreams. Thanks to the University of Guayaquil, Faculty of Philosophy School of
Languages and Linguistics by giving me the opportunity to study and acquire
the understanding of two languages English and Italian and how important they
are for my future professional life. Finally to my teachers and tutor who knew
how to teach me to do an excellent work, having a great knowledge of this
career.
MAGALY CAROLA GUTIERREZ VALDEZ
Page 6
vi
DEDICATION
I dedicate this work to God and my parents who have been encouraging me
since the first day to not give up and reach the goal of achieving complete this
beautiful career, the process has not been easy but not impossible either.
JENNIFER LILIBETH RUIZ JAUREGUI
Page 7
vii
ACKNOWLEDGMENT
I thank God because wihout him this project would not have been completed,
my mother Sandra Jauregui Veliz who never stopped believing in me and
always supports me unconditionally in this long process, my grandmother
Carmen Veliz Guerrero who has taught me what sacrifice is, humility and
honesty qualities that I will follow in my life, and to the University Estatal of
Guayaquil by giving me the knowledge that I have learned today and to
understand how beautiful is to learn other language.
JENNIFER LILIBETH RUIZ JAUREGUI
Page 8
viii
INDEX
COVER PAGE……………….………………………………………i
BOARD OF DIRECTORS…..…….….…………………………….ii
PRELIMINARY PAGES
ANNEX 4 …….……………….…………………………………...iii
DEDICATION…………………….…………………………………iv
DEDICATION……………………….……………………………….v
ACKNOWLEDGMENT…………………………………………….vi
ACKNOWLEDGMENT……………………………………………vii
TABLE OF CONTENTS………………………………………….viii
RESUMEN…………..………….…………………………………xiv
ABSTRACT……………….………………………………………..xv
REPOSITORIOS………………………………………………….xvi
.
TABLE OF CONTENTS
INTRODUCTION………………………………………………………1
CHAPTER I……………………………………………………………2
THE PROBLEM…………………………………………………….…2
1.1 PROBLEM OF THE INVESTIGATION……………………..2
1.2 THE CONFLICT SITUATION………………………………..2
1.3 SCIENTIFIC FACT……………………………………………2
1.4 CAUSES……………………………………………………….2
1.5 FORMULATION OF THE PROBLEM………………………3
Page 9
ix
1.6 OBJECTIVES OF THE INVESTIGATION…….……………3
1.6.1 GENERAL OBJECTIVE………………………………………3
1.6.2 SPECIFIC OBJECTIVES……………………………………..3
1.7 QUESTION OF THE INVESTIGATION……… ……….…..3
1.8 JUSTIFICATION……………………………………………….4
CHAPTER II……………………………………………………………..6
2. THEORICAL FRAMEWORK……………………… ……………….6
2.1 BACKGROUND OF THE STUDY……………… ………………..6
2.2 CONCEPTUAL THEORETICAL FRAMEWORK…..……………6
2.2.1 LUDIC ACTIVITIES………………………………...…………….6
2.2.2 IMPORTANCE OF LUDIC ACTIVITIES………...……… .……7
2.2.3 TYPES OF LUDIC ACTIVITIES…………….…………………..7
2.2.4 GAMES DEFINITIONS…………….…………………………….8
2.2.5 GAMES CHARACTERISTICS………………………………….9
2.2.6 CLASSIFICATION OF GAME……….………………………….9
2.2.7 BENEFITS OF THE GAME……...…………………………….11
2.2.8 GAME ADVANTAGES………...……………………………….12
2.2.9 VOCABULARY…………...…………………………………….13
2.2.10 IMPORTANCE……..………………………………………….15
2.2.11 RECEPTIVE VOCABULARY……….……………………….15
2.2.12 PRODUCTIVE VOCABULARY….………………………….16
2.2.13 COMMUNICATION……………….………………………….16
2.2.14 ELEMENTS OF COMMUNICATION…….…………………17
Page 10
x
2.2.15 PROCESS OF COMMUNICATION…………………………….18
2.2.16 SECOND LANGUAGE ACQUISITION AND LEARNING……19
2.2.17 STAGES OF SECOND LANGUAGE ACQUISITION…………21
2.2.18 VOCABULARY ACQUISITION AND LEARNING……………..21
2.3 CONTEXTUAL FRAMEWORK……………………………………..22
2.4 LEGAL FRAMEWORK………………………………………………23
CHAPTER III……………………………………………………………….25
PROCESS, METHODOLOGY, ANALYSIS AND DISCUSSION OF THE
RESULTS…………………………………………………………………..25
3.1 METHODOLOGICAL DESIGN………………………………………27
3.2 TYPES OF INVESTIGATION………………………………………..26
3.3 MATRIX OPERATIONALIZATION OF VARIABLES………………28
3.4 POPULATION AND SAMPLE…………………………………….....29
3.5 RESEARCH METHODS………………………………………………32
3.6 TECHNIQUES AND INSTRUMENTS OF INVESTIGATION...…….33
3.7.1 ANALYSIS AND INTERPRETATION OF THE SURVEY…….34
3.7.2 ANALYSIS OF THE RESULTS TO THE TEACHER I………..35
3.7.3 ANALYSIS OF THE RESULTS OF THE OBSERVATION G…………36
Page 11
xi
CHAPTER IV
THE PROPOSAL
4.1 TITLE………………………………………………………………………….43
4.2 JUSTIFICATION……………………………………………………………..44
4.3 OBJECTIVES…………………………………………………………………44
4.3.1 GENERAL OBJECTIVES…………………………………………………44
4.3.2 SPECIFIC OBJECTIVES……………………………………………….....44
4.4.FEASIBILITY…………………………………………………………………44
4.5 DESCRIPTION………………………………………………………………45
4.6 CONCLUSION………………………………………………………………….47
4.7. RECOMMENDATIONS………………………………………………………48
DIDACTIC GUIDE……………………………………………………………………49
INDEX OF DIDACTIC GUIDE………………………………………………………50
ACTIVITY #1…………………………………………………………………..……...51
FEELINGS NON COMPETITIVE GAME………………………………..….……51
ACTIVITY #2…………………………………………………………………….….52
FEELINGS COMPETITIVE GAME…………………...…………………………..52
ACTIVITY #3………………………………………………………………………..53
PERSONAL INFORMATION NON COMPETITIVE GAME……………………53
ACTIVITY #4………………………………………………………………………….54
PERSONAL INFORMATION COMPETITIVE GAME………….……………….54
Page 12
xii
ACTIVITY #5…………………………………………………………………………5.5
COUNTRIES AND NATIONALITIES NON COMPETITIVE GAME…………….55
ACTIVITY #6………………………………………………………………………….56
COUNTRIES AND NATIONALITIES COMPETITIVE GAME……..…………….56
ACTIVITY #7………………………………………………………………………….57
FAMILY MEMBERS NON COMPETITIVE GAME……………………………….57
ACTIVITY #8………………………………………………………………………….58
FAMILY MEMBERS COMPETITIVE GAME…………………………………….58
ACTIVITY #9………………………………………………………………………….59
PHYSICAL APPEARANCE NON COMPETITIVE GAME……………………….59
ACTIVITY #10……………………………………………………………...…………60
PHYSICAL APPEARANCE COMPETITIVE GAME…………………………...…60
ACTIVITY #11……………………………………………………………...…………61
WHICH PART OF THE BODY IS THAT? NON COMPETITIVE GAME……….61
ACTIVITY #12……………………………………………………………...…………62
WHICH PART OF THE BODY IS THAT? COMPETITIVE GAME………..…….62
ACTIVITY #13……………………………………………………………...…………63
TYPES OF MOVIES NON COMPETITIVE GAME……………………………….63
ACTIVITY #14……………………………………………………………...…………64
TYPES OF MOVIES COMPETITIVE GAME…………..………………………….64
ACTIVITY #15……………………………………………………………...…………65
FAMOUS NEIGHBORHOODS NON COMPETITIVE GAME………...…………65
ACTIVITY #16……………………………………………………………...………66
FAMOUS NEIGHBORHOODS NON COMPETITIVE GAME………...…………66
BIBLIOGRAPHIC REFERENCES AND BIBLIOGRAPHY………………………80
Page 13
xiii
INDEX OF TABLES
TABLE 1 OPERATIONALIZATION OF VARIABLES…………………………….28
TABLE 2 POPULATION.…………………………………………………………29
TABLE 3 SAMPLE…………………………………………………………………..30
TABLE 4 ANALYSIS OF THE SURVEY RESULTS ITEM 1….…………………32
TABLE 5 ANALYSIS OF THE SURVEY RESULTS ITEM 2.…………………....33
TABLE 6 ANALYSIS OF THE SURVEY RESULTS ITEM 3.…………..............34
TABLE 7 ANALYSIS OF THE SURVEY RESULTS ITEM 4.…………..............35
TABLE 8 ANALYSIS OF THE SURVEY RESULTS ITEM 5………….………..36
TABLE 9 ANALYSIS OF THE SURVEY RESULTS ITEM 6…………………..37
TABLE 10 ANALYSIS OF THE SURVEY RESULTS ITEM 7…...…………….38
TABLE 11 ANALYSIS OF THE SURVEY RESULTS ITEM 8…………………39
TABLE 12 ANALYSIS OF THE SURVEY RESULTS ITEM 9………..……….40
TABLE 13 ANALYSIS OF THE SURVEY RESULTS ITEM 10….…………….41
INDEX OF GRAPHIC
GRAPHIC 1…………………………………………………………………32
GRAPHIC 2..…………………................................................................33
GRAPHIC 3.…………………………………………………………………34
GRAPHIC 4.…………………………………………………………………35
GRAPHIC 5.…………………………………………………………………36
GRAPHIC 6.…………………………………………………………………37
GRAPHIC 7.………………………………………………………………….38
GRAPHIC 8.…………………………………………………………………39
GRAPHIC 9.…………………………………………………………………40
GRAPHIC 10.………………………………………………………………..41
INDEX OF APPENDIX
ANNEXES ………………………………………………………82
Page 14
xiv
UNIVERSITY OF GUAYAQUIL
FACULTY OF PHILOSOPHY, SCIENCES AND LETTERS OF EDUCATION EDUCATIONAL PROJECT
TITULO: LA INFLUENCIA DE LAS ACTIVIDADES LÚDICAS EN EL
DESARROLLO DEL VOCABULARIO. PROPUESTA: DISEÑO DE UNA GUÍA DIDÁCTICA CON ACTIVIDADES
LÚDICAS PARA EL DESARROLLO DEL VOCABULARIO.
AUTORES: MAGALY CAROLA GUTIERREZ VALDEZ, JENNIFER LILIBETH RUIZ
JAUREGUI.
TUTOR: MSc. LUCILA SÁNCHEZ PÉREZ.
Resumen
El propósito de este proyecto fue estudiar el desarrollo del vocabulario en los
estudiantes de octavo grado de educación general básica paralelo E de la
unidad educativa fiscal 28 de Mayo, debido a la deficiencia del uso de las
palabras en inglés de los estudiantes quienes presentaban dificultad al hablar
en clase por temor de no saber el significado de ciertas expresiones y
palabras o por tener una inadecuada pronunciación. Este proyecto fue llevado
a cabo a través de un estudio de campo, una investigación bibliográfica y un
análisis estadístico. A fin de encontrar una solución al problema de la falta de
vocabulario para expresar apropiadamente ideas en la lengua extranjera.
Aspectos teóricos relacionados con el aprendizaje y adquisición del vocabulario
fueron analizados. El Análisis Estadístico fue a través de una encuesta a los
estudiantes, una entrevista al profesor y una guía de observación en clase todo
esto con el objetivo de recolectar información acerca de las causas de la baja
producción en el desarrollo del vocabulario. Los datos obtenidos demostraron
la deficiencia del vocabulario de inglés en los estudiantes y en los profesores
se mostró una carencia de herramientas didácticas que ayuden a los alumnos a
mejorar el idioma. Por esta razón, se diseño una guía didáctica con actividades
lúdicas para apoyar al docente y, a su vez, promover y fomentar el aprendizaje
del vocabulario en los estudiantes.
Palabras Claves: Vocabulario, Actividades Lúdicas, Desarrollo, Guía
Didáctica.
Page 15
xv
UNIVERSITY OF GUAYAQUIL
FACULTY OF PHILOSOPHY, SCIENCES AND LETTERS OF EDUCATION
EDUCATIONAL PROJECT
TITTLE:THE INFLUENCE OF LUDIC ACTIVITIES IN VOCABULARY DEVELOPMENT
PROPOSAL:DESIGN A DIDACTIC GUIDE WITH LUDIC ACTIVITIES FOR
VOCABULARY DEVELOPMENT.
AUTHORS: MAGALY CAROLA GUTIERREZ VALDEZ, JENNIFER LILIBETH RUIZ
JAUREGUI.
ADVISOR: MSc. LUCILA SANCHEZ PEREZ
ABSTRACT
The purpose of this project was to study the vocabulary development in eighth
grade students of the Basic General Education Parallel E at 28 de Mayo public
high school, due to the deficiency of the English vocabulary in students who
need to make an effort with words and expressions because of their fear to
ignore meanings in general or to have an inadequate pronunciation. This
project was carried out through a bibliographical field, analysis and statistical
study. In order to find a solution to the problem of the vocabulary, theoretical
aspects related with vocabulary learning and acquisition were consulted.
Statistical analysis was carried out through a survey to the students, an
interview to the teacher and a class observation guide; all of them with the
objective to collect information about the cause of low production in vocabulary
development. The data obtained demonstrated the deficiency of English
vocabulary in the students and the lack of didactic tools for teachers, tools that
help learners to improve the language. For this reason, a design of a didactic
guide with ludic activities that promotes vocabulary learning is proposed.
Key Words: Vocabulary, Ludic Activities, Didactic Guide, Development.
Page 16
xvi
REPOSITORIO NACIONAL EN CIENCIA Y TECNOLOGÍA
FICHA DE REGISTRO DE TESIS/TRABAJO DE GRADUACIÓN
TÍTULO Y SUBTÍTULO: PROPUESTA:
LA INFLUENCIA DE LAS ACTIVIDADES LÚDICAS EN EL DESARROLLO DEL VOCABULARIO. DISEÑO DE UNA GUIA DIDÁCTICA CON ACTIVIDADES LÚDICAS PARA EL DESARROLLO DEL VOCABULARIO.
AUTOR(ES) (apellidos/nombres): MAGALY CAROLA GUTIERREZ VALDEZ, JENNIFER LILIBETH RUIZ JAUREGUI
REVISOR(ES)/TUTOR(ES) (apellidos/nombres):
TUTOR: MSc.LUCILA SANCHEZ PEREZ REVISOR: MSc.LARRY TORRES VIVAR
INSTITUCIÓN: UNIVERSIDAD ESTATAL DE GUAYAQUIL
UNIDAD/FACULTAD: FACULTAD DE FILOSOFIA, LETRAS Y CIENCIAS DE LA EDUCACIÓN
MAESTRÍA/ESPECIALIDAD:
GRADO OBTENIDO: LICENCIATURA EN CIENCIAS DE LA EDUCACIÓN MENCIÓN INGLÉS
FECHA DE PUBLICACIÓN: SEP- 2019 No. DE PÁGINAS: 100
ÁREAS TEMÁTICAS: Guía de Métodos pedagógicos para coordinar el proceso enseñanza – aprendizaje y permitir desarrollar nuestra propuesta de manera que sea factible para el beneficio de los y las estudiantes
PALABRAS CLAVES/ KEYWORDS:
Vocabulario, Actividades Lúdicas, Desarrollo, Guía Didáctica.
RESUMEN El propósito de este proyecto fue estudiar el desarrollo del vocabulario en los estudiantes de octavo grado de educación general básica paralelo E de la unidad educativa fiscal 28 de Mayo, debido a la deficiencia del uso de las palabras en inglés de los estudiantes quienes presentaban dificultad al hablar en clase por temor de no saber el significado de ciertas expresiones y palabras o por tener una inadecuada pronunciación. Este proyecto fue llevado a cabo a través de un estudio de campo, una investigación bibliográfica y un análisis estadístico. A fin de encontrar una solución al problema de la falta de vocabulario para expresar apropiadamente ideas en la lengua extranjera. Aspectos teóricos relacionados con el aprendizaje y adquisición del vocabulario fueron analizados. El Análisis Estadístico fue a través de una encuesta a los estudiantes, una entrevista al profesor y una guía de observación en clase todo esto con el objetivo de recolectar información acerca de las causas de la baja producción en el desarrollo del vocabulario. Los datos obtenidos demostraron la deficiencia del vocabulario de inglés en los estudiantes y en los profesores se mostró una carencia de herramientas didácticas que ayuden a los alumnos a mejorar el idioma. Por esta razón, se diseño una guía didáctica con actividades lúdicas para apoyar al docente y, a su vez, promover y fomentar el aprendizaje del vocabulario en los estudiantes. ADJUNTO PDF: SI X NO
CONTACTO CON AUTOR/ES: MAGALY GUTIERREZ VALDEZ JENNIFER RUIZ JAUREGUI
Tel: 0998070992- 2201984 Tel:0989973287
E-mail: [email protected] E-mail: [email protected]
CONTACTO CON LA INSTITUCIÓN:
Nombre: SECRETARIA DE LA ESCUELA DE LENGUAS Y LINGUÍSTICA
Teléfono: : (04)2294888Ext.123
E-mail: [email protected]
X
Page 17
xvii
REPOSITORIO NACIONAL EN CIENCIA Y TECNOLOGÍA
FORMAT TO THESIS REGISTER
TITLE AND SUBTITLE: THE INFLUENCE OF LUDIC ACTIVITIES IN VOCABULARY DEVELOPMENT.
PROPOSAL: DESIGN A DIDACTIC GUIDE WITH LUDIC ACTIVITIES FOR VOCABULARY DEVELOPMENT. AUTHORS: MAGALY CAROLA GUTIERREZ VALDEZ
JENNIFER LILIBETH RUIZ JAUREGUI
TUTOR: MSc.LUCILA SANCHEZ P.
CHECKER:MSc LARRY TORRES V.
VVV. INSTITUTION:
UNIVERSITY OF GUAYAQUIL FACULTY: PHILOSOPHY, LETTERS AND SCIENCES OF EDUCATION
CAREER: LANGUAGE AND LINGUISTIC
PUBLICATION DATE : SEP- 2019 N° DE PAGS.: 100 OBTAINED TITLE: BACHELOR DEGREE IN SCIENCES OF EDUCATION MENTION ENGLISH
TEMATIC AREAS: Guide of pedagogical methods to coordinate the teaching-learning process and allow to develop our proposal in a way that is feasible for the benefit of the students.
KEY WORDS: VOCABULARY, LUDIC ACTIVITIES, DIDACTIC GUIDE, DEVELOPMENT.
ABSTRACT
The purpose of this project was to study the vocabulary development in eighth grade students of the Basic General Education Parallel E at 28 de Mayo public high school,due to the deficiency of the English vocabulary in students who need to make an effort with words and expressions because of their fear to ignore meanings in general or to have an inadequate pronunciation.This project was carried out through a bibliographical field, analysis and statistical study. In order to find a solution to the problem of the vocabulary, theoretical aspects related with vocabulary learning and acquisition were consulted. Statistical Analysis was carried out through a survey to the students, an interview to the teacher and a class observation guide, all of them with the objective to collect information about the cause of low production in vocabulary development. The data obtained demonstrated the deficiency of English vocabulary in the students and the lack of didactic tools for teachers, tools that help learners to improve the language. For this reason, a design of a didactic guide with ludic activities that promotes vocabulary learning is proposed. Key Words: Vocabulary, Ludic Activities, Didactic Guide, Development.
N.º DE REGISTRO (en base de datos): Nº DE CLASIFICACIÓN:
DIRECCIÓN URL (tesis en la web):
ADJUNTO PDF: SI X NO
CONTACTO CON AUTOR: MAGALY GUTIERREZ VALDEZ JENNIFER RUIZ JAUREGUI
Teléfono: 0998070992
0989973287
E-mail: [email protected] [email protected]
CONTACTO EN LA INSTITUCIÓN:
E-mail: [email protected]
Nombre: secretaria de la escuela de lenguas lingüística
Teléfono: (04)2294888Ext.123
Page 18
1
INTRODUCTION
The current Project base on the results obtained through a bibliographical
and statistical research, coming to the conclusion that students need a
didactic guide with ludic activities for vocabulary development because
learners demonstrated a number of problems in vocabulary´s fluency of
English language due to the low knowledge of new words, and an
inappropiate methodology to encourage students to participate during the
class.
The principal objective of the didactic guide is to find a solution that promotes
the English language vocabulary learning. It is important that the teacher
applies this didactic guide as an educational material with an adequate
instruction to expand the students English knowledge through games that
keep the attention of them in class,getting and excellent result in academic
purposes and motivate students to express themselves freely.
CHAPTER I: Show Problem of the Investigation, Conflict situation, Scientific
fact, Causes, Objectives, Questions´ research and Justification.
CHAPTER II: Theoretical Framework, Background of the study, Context
framework, Legal Framework.
CHAPTER III: Methodology contains: Methodological design, Analysis and
interpretation of results in context, Matrix operationalization of variables.
CHAPTER IV: Design of the proposal, Justification.
Page 19
2
CHAPTER I
THE PROBLEM
1.1 PROBLEM OF THE INVESTIGATION
The Veintiocho de Mayo Public High School is situated in Guayaquil, exactly
on Carlos Julio Arosemena Tola Ave. In this establishment there are 1961
students in the afternoon shift. This institution has six EFL English teachers.
1.2 CONFLICT SITUATION
In English classes the principal problem observed was the development of
vocabulary, some students demonstrated difficulties trying to remember
words and expressions learned in class even though they had already
studied this meanings before.
The difficulty to expand the vocabulary in English, as well as expressing it in
an oral or written manner generates in students the fear of being wrong,
preferring not to participate in the activities proposed by the teacher, which
results in gaps and doubts that are tough to correct in the future.
1.3 SCIENTIFICT FACT
The students of eighth grade at Veintiocho de Mayo Public High School,
district 6, zone 8, in the city of Guayaquil, Parroquia Tarqui, school year 2019
– 2020 showed a low vocabulary development.
1.4 CAUSES
- Disinterest by teachers to apply ludic activities in class.
- Limited use of dynamic strategies for teaching vocabulary to students.
- Inappropriate methodologies to encourage students to participate
during the class.
Page 20
3
1.5 FORMULATION OF THE PROBLEM
Why ludic activities affect the vocabulary development of eighth grade
students at Veintiocho de Mayo Public High School, city of Guayaquil in the
2019-2020 school year?
1.6 OBJECTIVES OF INVESTIGATION
1.6.1 GENERAL OBJECTIVE
To determine the effect of ludic activities in vocabulary development of
eighth grade students at Veintiocho de Mayo Public High School through a
statistical research and bibliographical to create a didactic guide for
vocabulary development.
1.6.2 SPECIFIC OBJETIVES
-To establish the influence of ludic activities in vocabulary development
through a statistical and bibliographical research.
-To describe the vocabulary development process through a bibliographical
and statistical study.
-To elaborate a didactic guide with ludic activities for vocabulary development
through the theory and empirical interpretation of the results
obtained.
1.7 QUESTIONS OF INVESTIGATION
1. What are ludic activities?
2. What is the impact of using ludic activities inside the process of teach
English?
3. At what manner can teachers develop oriented activities to stimulate the
learning of vocabulary?
4. What benefits will students obtain by developing new vocabulary?
5. How will a didactic guide with ludic activities assist students to enhance
the vocabulary?
Page 21
4
1.8 JUSTIFICATION
The necessity of becoming more creative,rational and critical human beings
has changed the education during the last years. In order to generate people
that could solve the daily life community problems and contribute positively,
this research aims to be focused on means of how students of eighth grade
at Veintiocho de Mayo Public High School, could improve their English
language skills, specifically the development of vocabulary.
The current investigation is of great importance given that the development
of vocabulary in English can make the students use their lexical skills to
communicate. For that reason, it is vital that teachers offer more
opportunities to learn and use new vocabulary in class as the students as the
main protagonists in the learning process. The use of ludic activities during
the teaching learning process could enhance the performance of productive
and receptive skills for improvement school efficiency.
This research is fundamental because it is based on the English National
Curriculum Guidelines, it states that students proficiency level at eight grade
should accomplish the A1.1 level considering the Common European
Framework Reference (CEFR). At this level students could understand
everyday expressions like greetings, personal information, directions
numbers, habits and more (Ministerio de Educación, 2014).
Accordingly, the current English education has been adapted to the
Ecuadorian aspects, thus the education of English as foreign language had
been developed and improved by five important threads: Reading, Oral
communication, Communication and cultural awareness, (Listening and
Speaking), Writing and Language through the arts. Besides the CLIL
(Content Language Integrated Learning) that promotes an implementation of
the information facts obtained.
Therefore, considering the LOEI (Ley Orgánica de Educación Intercultural), it
is established that an instruction of the English as a foreign language is
Page 22
5
indispensable from early ages because it is the basis to build a new
knowledge. The Ministry of Education decided to implement a teaching load
for this subject.
The public space – physical, media and symbolic – shaped by the clear
eliciting of interaction, participation, deliberation, respect and diverse
expression, provide the place where culture of democratic, intercultural and
creative coexistence among agents who recognize and respect each other
reciprocally, as equals, is possible (Article 23). All people are entitled to the
right to develop our creative capacity, to exercise cultural and artistic
activities with dignity in a sustained manner (Article 22) and to participate in
the community’s cultural life (Article 24).
(Plan Nacional Toda Una Vida, 2013)
The present study is to analyze the problem and its causes, which
allows the English teacher takes advantages and implements new
methodologies to give a solution to the problems in classes.
Page 23
6
CHAPTER II
2. THEORETICAL FRAMEWORK
2.1 BACKGROUND OF THE STUDY
This current research is based on the importance of the influence of
vocabulary development on oral expression and how it is connected with the
teaching learning process to help students to change the traditional study in
order to modify strategies for becoming them more interactive and
participative in the classroom.
According to Merchán (2017) “students of 8th year section B at Dr.
Francisco Huerta Rendón High School, school year 2016 – 2017 presented
deficiency of didactic material in vocabulary. The research demonstrated the
low level of English in oral expression. This was investigated through an
interview aimed at the teacher of English and a student survey to know
about the difficulties that they presented in the oral expression of English
language. Therefore, this allowed researchers, to design an illustrated
booklet focused on vocabulary. Furthermore, students had difficulty to
understand the vocabulary that they practice because teachers did not have
enough knowledge about new strategies on vocabulary teaching. It was
recommended that the English teacher applies vocabulary teaching
strategies to motivate students to learn it, and thus improve oral expression”.
“In the research carried out the Influence of motivation in the
vocabulary development the researchers indicated that there was an
absence of motivation in students of ninth grade of GBE at “Pedro J.
Montero” High School in Guayaquil city, school year 2016-2017 located in the
north of Guayaquil, in Francisco de Orellana Avenue. During the
teaching-learning process, due to the inadequate usage of methodologies
applied for vocabulary development, low use of vocabulary in the target
Page 24
7
language was presented in students. After applying different instruments as a
survey, interview, and an observation guide; the results evidence that the
design of a didactic guide could help students to learn and use academic
vocabulary through videos, games, flash cards, songs, role plays and
worksheets. Finally, the researchers considered the didactic guide as an
ideal source for teachers to assist students to relate the content of the
syllabus to learners’ reality, in order to use the learned vocabulary in real
context” Uvidia & León (2017).
According to Guncay & Gutama (2013) “How to expand vocabulary
acquisition through games“. Students of the third grade in Fray Gaspar de
Carvajal Elementary School in a rural school of Cuenca Ecuador, acquired
English vocabulary by the use of traditional methodology, motivation was
absent during the learning process. Researches decided to investigate in
order to help learners expand their vocabulary through the use of games in
English class. As a result, games were considered as essential for motivating
vocabulary learning becoming the process meaningful and enjoyable”.
Based on previous researches, it could be concluded that ludic
activities might improve the vocabulary development on students through
interactive activities like ludic games of easy learning. For this reason the
researchers highlight the importance of ludic activities in the vocabulary
development for being applying in class.
2.2 CONCEPTUAL THEORETICAL FRAMEWORK
2.2.1 LUDIC ACTIVITIES
“The game is an activity that develops the personality of the students and
their creative capacity. As a pedagogical activity, it has a remarkable didactic
character and complies with the intellectual, practical, communicative and
evaluative elements in a ludic technique” (Miletic, 2017).
Page 25
8
The ludic activity allows an integral development of a person. Through the
game, rules are learned and instructions for different tasks have to be
followed. A ludic activity is a dynamic strategy that promotes active learning
process involving students in doing things out of the routine and thinking
about what they are achieving.
2.2.2 IMPORTANCE OF LUDIC ACTIVITIES
According to Awad (2006) “ludic means play. In this play are included
games, toys, entertainment and the practice of playful activities with clear
learning objectives”.
Maluf (2003)” states that games provide the searching for new skills
and develop new competencies. This activity is one of the basic needs of
children and its essential for motor, social , emotional and cognitive
development”.
In other words, ludic activities are spontaneous and natural requirements in
student’s life where games stimulate creativity and imagination. Besides,
ludic activities enhance the cognitive process by promoting new learning to
be stored in long-term memory.
2.2.3 TYPES OF LUDIC ACTIVITIES
According to (Torres, 2009) as cited by Martínez Montalvo, A. C., &
Marcillo Ruíz, A. C. (2016). “There are two types of ludic activities:
Free Ludic Activities: These type of activities foster the spontaneous
and creative imagination development with the possibility to play with
freedom and Independence.
Directed Play Activities: These activities modify educational
situations that benefit the emotional development putting forward standards
to satisfy the necessity of every student”.
In other words, ludic activity such as games, crosswords, group work,
puzzles etc. Allows learners to discover the world around them developing
Page 26
9
their imagination and creativity, discovering the border between fantasy and
reality.
Apart from having a good moment, people learn and play at the same period
of time. Students acquire significant vocabulary along with its pronunciation
and spelling. They start to realize that students need to pronounce or speak
the words correctly to understand others classmates what they are talking.
2.2.4 GAMES DEFINITIONS
“Language games are not activities mainly aimed to break the ice
between students or short time. Byrne (1995) gave the definition of games as
a form of play governed by rules. Games should be enjoyed and fun, they are
not leisure activities or a break from routine activities, but a way of getting the
learner to use the language in the course of a game”.
Games can contribute to students'skills if they are incorporated into
the classroom, particularly if they are used to reinforce or introduce a
grammatical rule or structure. Teachers should also consider the advantages
of games to capture students' attention; to reduce students' stress; and to
give students the chance for real communication.
2.2.5 GAMES CHARACTERISTICS
According to Kernan, (2007) “Play is active. It may be physically
active, involving active engagement with the physical environment or
exuberant movement, and physical energy. It may also involve mental activity
such as in an imaginative play or play with words. Often both physical and
mental activity will be involved”.
Play is social. Children are often most satisfied when playing
alongside or in co-operation with peers or adults. The game is enjoyable, fun,
voluntary and the most important thing is not mandatory.
Page 27
10
2.2.6 CLASSIFICATION OF GAME
According to Moore and van der Werff (2018) “play can be a useful
manner to motivate students and consolidate their knowledge and abilities at
the same time”.
There are many types of games for instance:
Non- Competitive Game: In this game all students participate without
winners or losers for example: As the teacher cues actions like walk slowly,
or walk fast, all students mime the action.
Competitive Games in Groups: Group of students compete with
each other, tasks are completed within each group. For example: Draw all
the animals that you can name in English, the first team with ten drawings
wins the game. Another example could be Charades that is a game of
pantomimes where you have to "act out" a sentence without speak while
other person of the team tries to think what a phrase or sentence is. The aim
is to the group that guesses the sentence faster than others.
Competitive Individual Games: Based on skill, stronger students
enjoy showing their individual abilities for example: All students stand up and
take turns answering questions. As a student makes a mistake or does not
know the answer, he or she sits down. The last student standing is the
winner.
Play gives students the opportunity to experiment and practice what
they are learning.
Hadfiled (1998) “provided another classification for games, this time
focused on language:
Sorting, ordering, or arranging games: This game is about
categorizing items or cards in a sequence ordered by some rule, by instance
the students have a group of cards with various individual products on them
and students have to classify the food products cards found in the grocery
store and the items cards located in a large department store .
Page 28
11
The Information gap game: Demand students to practice teamwork
through speaking using new vocabulary, in such games, the student has to
work in pairs, and choose a picture where his classmate is in need of
produce the same picture by listening the information offered of a student
with the drawing.
Guessing games: Is a game in which the student has to guess some
information to give the right answer, a better common instance of the
guessing games is´´20 questions´´, in which one student thinks about of a
notorious place, thing or person. Another participant could ask twenty yes-
no questions to find out hints that he could think who or what a famous
person, place or thing is.
Games for matching: as the name mentioned students required to
find out a match for a picture, card, or word. By example, participants have
30 words cards formed by 15 pairs, faced down in a random order. Every
student passes over 2 cards at the time, with a target of turning over the
matching game with the purpose of use the memory.
Scrabble: It is a word game where two or more players win points by
writing a word bearing a single letter played on a board.
Role play: Is the changing of information in general between two or
more people, is one of the best manners to practice new vocabulary. This
could involve participants playing the roles that students do not have to do in
their normal life like artist, teachers, singer etc., when presentations can
immerse students simulation roles that they could play in real-life for
example like a customer in an elegant restaurant. Drama is normally scripted
of natural performances however in a play role and sessions the students
appear with their proper expressions while the preparation before is always
useful”.
Page 29
12
The wide variety of language game ideas can be implemented in the
classroom to accept all the types of learning-process. Students will benefit
from a diversified learning experience.
Finally, using games can help to the student to learn faster memorizing new
vocabulary for each one, it´s an ideal strategy to use in class because has
many benefits for example retain more information than with traditional
learning alone.
2.2.7 BENEFITS OF THE GAME
The games get that the students could involved in their proper process of
learning, a game could motivate learners to have a better vocabulary
development.
According to Uberman (1998) “games teach, entertain, encourage,
and promote a communicative skill with fluency. The benefits of games are:
More Motivating if students play games, they become with more motivation
to learn and pay attention to participate in a group of tasks.
Controlled Competitiveness: A great manner to take control of the
competitiveness between students is a game.
Positivity of peers: as part of learning and teaching, using games in a
English lesson, could help to create a positive atmosphere around the class,
motivating students with their participation and making a trust and confident
attitude to learn.
Mighty memory games: playing a variety of specific content games can
increase the memory and have a right concentration.
Alert attention game: playing this game requires students to pay a good
attention to details.
The new knowledge game: game is a great tool to use in the English
classroom to focus and acquire a recent knowledge. By teaching a content
Page 30
13
in class, the application of games could consolidate students understanding
and make connections with the ideas that students learned”.
2.2.8 GAME ADVANTAGES
According to Avedon (1971) the main reason why games are
considered effective learning aids is that "they stimulate motivation and
students get very absorbed in the competitive aspects of the games;
moreover, they try harder at games than in other courses. Teachers could
motivate students to want to learn more. They can transform a boring class
into a challenging one”.
Other advantages are increasing students’ proficiencies. Games are a great
manner to practice new vocabulary. Help students get rid of inhibitions and
keep up the levels of energy and motivation.
Hadfield (1990) confirmed that “games provide as much concentrated
practice as a traditional drill and more importantly, they provide an
opportunity for real communication, within artificially defined limits, and thus
constitute a bridge between classroom and the real word”.
2.2.9 VOCABULARY
As Steven Stahl (2005) stated, "Vocabulary knowledge is
knowledge; the knowledge of a word not only implies a definition, but
also implies how that word fits into the world. Vocabulary knowledge is
not something that can ever be fully mastered; it is something that
expands and deepens over the course of a lifetime. Instruction in
vocabulary involves far more than looking up words in a dictionary and
using the words in a sentence”.
(Berne & Blachowicz, 2008) argued that “Vocabulary learning is an
essential part in foreign language learning as the meanings of new
Page 31
14
words are very often emphasized, whether in books or in classrooms. It
is also central to language teaching and is of paramount importance to a
language learner”.
According to Brown and Payne (1994) “identify five steps in the
process of learning vocabulary in a foreign language: having sources to
find recent words, getting an evident image either auditory, visual or
both, the form of a new word learning the meaning of words, making a
powerful memory to connect between forms and meanings of words,
and using words”.
Nation (2001) states that “readers need to know at least 97% of the
vocabulary in a text for an adequate understanding of it. Without
knowledge of the key vocabulary in a text, the student could have
serious problems to understand the message, that is, the knowledge of
a word is critical to the comprehension of reading and determines how
people are prepared to interpret the English texts that a person can
read”.
Cardenas (2001) states that “vocabulary is used to determine the
proficiency that a student has in language context”.
According to Lanísia Helena Fortes Ferreira (2007) stated that
“Language teachers should focus on effective instruction to teach
vocabulary to help students to develop their language knowledge in
order that they can communicate successfully”.
McKeown (2002) argued that “vocabulary knowledge is the core
of a language comprehension and use”.
Carter & McCarthy (1988) state that “teachers are becoming
conscious of the relevance and importance of vocabulary instruction and
Page 32
15
they are conscious of their role as facilitators and guides, so teachers
have given important steps to call students’ attention to the impact to
concentrate on lexical structure and the teachers have paid attention to
successful strategies to teach vocabulary as well”.
Vocabulary learning is important in a foreign language because is the
large number of common words that the student needs to communicate,
without enough vocabulary students could not understand another
people or express their ideas.
2.2.10 IMPORTANCE
According to Owens and Robert E. (1996) “vocabulary is a base
of language learning. It is connected strongly to the comprehension of
reading, skills, abilities and intelligence. Children start reading they learn
to decode a message and they have a word knowledge base to have a
perception of what kids interpret. The vocabularies development do not
have to stop when a child begins to talk. Actually, children learn the
majority of recent words once they have to start reading and going to the
school”.
Williams,C. (2013) argued that “developing a solid vocabulary is
vital to gain proficiency in the students’ target language. Vocabulary itself
is multi-faceted and should be considered as part of the larger language
structure and use, involving spelling, pronunciation, and grammatical
behavior”.
2.2.11 RECEPTIVE VOCABULARY
Neuman & Dwyer (2009) Vocabulary can be defined as '' words
we must know to communicate effectively; words in speaking expressive
vocabulary and words in listening receptive vocabulary''.
Page 33
16
Receptive vocabulary is when learners read a text or listen to a dialogue
and the message is understood clearly. Students recognize and know to
the meaning of words that produce in them a right understanding of
the text that learners have to read although they do not used to write or
speak.
“Learning the receptive vocabulary usually involves the teacher giving
the meaning of the word asking students to use the word in a sentence
and asking learners to spell it and pronounce it only” Nagy, Anderson &
Herman (1987), Webb (2005).
A receptive vocabulary is when students understand the words that they
listen to or read, and is the manner of extend new words in people
knowledge.
2.2.12 PRODUCTIVE VOCABULARY
The knowledge of the productive vocabulary accepted as the
expressions known could be applied by the students. In effect people
may use these phrases in writing or speech properly.
“Productive vocabulary could be consider as the process of action
words because students can develop phrases that express their feelings
or thoughts which is taken by others” (Webb, 2005).
2.2.13 COMMUNICATION
Definition:
“Communication is the process of sending and receiving messages
through verbal or nonverbal means, including speech, or oral communication;
writing and graphical representations, signs, signals, and behavior. More
Page 34
17
simply, communication is said to be "the creation and exchange of meaning”
Richard Nordquist (2019).
“Communicating using words inevitably means using a
language a system which governs the use of agreed sounds or
other symbols in order to exchange information Coates” (2009).
A communication could be non verbal and refers to any
communication that is achieved without solely relying on the use of words or
symbols to transfer information. This type of communication may even
provide more information than the spoken words used during interactions and
provide all this additional information simultaneous to the spoken words.
2.2.14 ELEMENTS OF COMMUNICATION
“A term for the process of communication mentions an exchanged with
information between two or more people. For communication to succeed,
both must be able to exchange information and understand each other”.
(Nordquist,2018).
The same author describes the elements of communications as follow:
The Sender:
The communication process begins with the sender, who is also called the
communicator or source. The sender has a type of information it could be a
command, request, question, or idea that wants to present to others. For that
message to be received, the sender must codify a message to the form that
could be understood, such as by the use of a common language and then
transmit it.
Page 35
18
The Receiver
The person to whom a message is directed is called the receiver or the
interpreter. To comprehend the information from the sender, the receiver
must first be able to receive the sender's information and then decode or
interpret it.
The Message
The message is the information that the sender wants to communicate to
the receiver. Additional communication can be transmitted through body
language and tone of voice.
The Medium
Also called the channel, is the means by which a message is transmitted.
Text messages, for example, are transmitted through the medium of cell
phones.
Feedback
A process of communication gets the last contact when a message has been
successfully transmitted, received, and understood. The receiver responds to
the sender, indicating comprehension. A feedback could be direct like a
written or verbal answer or a feedback can take an educate manner of the
acts in an indirect reply.
2.2.15 PROCESS OF COMMUNICATION
According to Rawat (2015) “communication had been divided into
two parts: verbal communication and non verbal communication. Verbal
communication involves the use of the language whereas the non verbal
communication is essentially based on the use of expressions, gestures,
actions etc. Both forms of communication are extremely important for
complete transfer understanding”.
Page 36
19
Alqahtani (2015) argued that ”the acquisition of an adequate vocabulary is
essential for successful foreign language use because without an
extensive vocabulary, a language learner will be unable to use the structures
and functions they may have learned for comprehensible communication”.
Hedge (2000) states that “highlights the ultimate role of the teacher,
besides explaining new words to learners, is to build independence to
learners. There are some ways, such as by training student good strategies
for vocabulary learning, and build their independency to master new words
as a result EFL ESL students will have the ability to communicate
accurately”.
Finally, the importance of vocabulary in the communication process is a
useful tool because students need a baggage of common phrases to express
themselves, to share, and to understand information establishing
relationships from one person to another.
2.2.16 SECOND LANGUAGE ACQUISITION AND LEARNING
Vandana Singhal (2011) argued that “definition of second language
acquisition and learning as the process of understanding, speaking and
writing another language fluently. The ability to communicate in a second
language is becoming an essential skill in today's world”.
“There are 2 different system of the second language acquisition : the
acquired process and the learned process. The acquired system or
acquisition is a product of the subconscious process similar to the program
for children undergo when kids acquire the native idiom. It demands
significant interaction in the objective of the language and the normal
communication in which speakers are concentrated not in the formation of
words although in the act of communicate.The learned process or learning is
the product of the formal instruction and this include a conscious plan which
the results in conscious of knowledge about a language for instance the
learning of grammar focus”. Krashen (1988)
Page 37
20
“The talent for learning foreign language consists of three
components. The first is verbal intelligence, by which is meant both familiarity
with words (this is measured in the Language Aptitude Battery by the
"Vocabulary" part) and the ability to reason analytically about verbal materials
(this is measured by the part called "Language Analysis"). The second
component is motivation to learn the language.... The third component... is
called "auditory ability"(Pimsleur, 1966).
“There are three major components of modern aptitude tests to learn a
second language. The first, phonetic coding ability is the ability to store new
language sounds in memory. The second component, is defined as "the
individual's ability to demonstrate his awareness of the syntactical patterning
of sentences in a language. A third component of aptitude is labelled
inductive ability. This is the ability to examine language material... and from
this to notice and identify patterns and correspondences and relationships
involving either meaning or grammatical form". Carroll (1973)
2.2 17 STAGES OF SECOND LANGUAGE ACQUISITION
According to Stephen Krashen and Tracy Terrell (1983),”the explored
stages of second language acquisition”.
The Preproduction stage: from ( 0 -6 months) and is known as “the
silent period,” because it’s likely you won’t hear students speak any English
at all during this phase. The student has less comprehension, minimal
expressions, draws and points. For example children can point to a picture in
the book as the teacher required.
Early Production: from (6 months–1 year), the student uses
Present-tense verbs, students begin using single words or two-word
phrases, yes/no responses, names, and repetitive language patterns (e.g.,
“How are you?”). Students do well with yes/no questions and one- or two-
Page 38
21
word answers for example: Did the window house break down? participates
using key words and familiar phrases.
Speech Emergence: from (1–3 years), students are able to say
simple sentences (e.g., “I walked home”) have right comprehension could
produce easy sentences, say grammar and pronunciation mistakes and
frequently misunderstands jokes.
Intermediate Fluency: from (3–5 years), students can use sentences
of increasing length and complexity. Students can answer questions, have
excellent comprehension and makes few grammatical errors.
Advanced Fluency: from (6–7 years), students show a close original
fluency level. Children can retell the story, including the main plot elements
and leaving out the insignificant details. The student has a near native level
of speech.
All students acquiring English pass through these stages. Moreover, in the
early grades, students acquire vocabulary through repeated readings of the
same book or singing the same chants and familiar songs.
2.2.18 VOCABULARY ACQUISITION AND LEARNING
Malatesha Joshi (2006) argued that “there is a close relationship
between vocabulary and comprehension; hence, individuals with poor
vocabulary have difficulty understanding written text. Further, students with
poor vocabulary knowledge read less and acquire fewer new words, while
students with better vocabulary knowledge read more and improve their
comprehension (the Matthew Effect). To prevent the Matthew Effect from
taking hold, vocabulary assessment and instruction should become important
Page 39
22
components of reading programs for struggling readers with vocabulary
problems”.
Krashen's Input Hypothesis (1989) “the effectiveness of learning large
quantities of vocabulary through a flood of input with extensive reading as his
focus of study. The model questions, the need for structured input, as well as
the need for learners to produce newly encountered vocabulary are essential
when learning a foreign language”.
Meara (1980) argued that “learning vocabulary is not just a matter of
acquiring translation equivalents. Some lexical structuring must go on even
when the shortest word list is learned, and any view of vocabulary acquisition
which treats the problem as a simple matter of pairing words with their
translation equivalents is an oversimplified one, which cannot adequately
account for how these semantic relationships are built up in a foreign
language vocabulary”.
2.3 CONTEXTUAL FRAMEWORK
Veintiocho de Mayo Public High School is situated in Guayaquil at Carlos
Julio Arosemena Tola Ave.,Zone 8, school distric 6. This institution was
founded in 1924 and were built in view of the needs of young students for
getting an appropriate professional education.
The mission of the institution is to provide quality education, rigorously
complying with national and international educational standards to be
recognized by the commitment and social responsibility with which they work.
The vision is to be an educational institution of excellence and pedagogical
leadership that trains bachelors capable of facing the challenges of
globalization.
The infrastructure of this institution count on eighteen pavilions of four
classrooms for each building in two stages, a big area for school
Page 40
23
transportation and a huge yard where students that study in two shifts,
morning and afternoon, have to share it.
The high school has 1961 students that belong to the afternoon shift. In this
institution there are six English teachers and nine parallels of eight grade with
an approximate of 45 students per classroom in the afternoon level.
2.4 LEGAL FRAMEWORK
LEY ORGANICA DE EDUCACION INTERCULTURAL LOEI (2011)
and according to the Constitution of the Republic of Ecuador on the section
five of the article 26, education is a right for people throughout their lives and
inescapable and unavoidable duty of the State. It consists a priority
area of public policy and State investment, guarantee of social and equality
inclusion and an essential condition for the good way of living. Individuals,
families and society have the right and the responsibility to participate in the
educational process.
In fact, article 27 establishes that the education will focus on the human
being and ensure its holistic development, within the framework of respect for
human rights, the sustainable environment and democracy; it will be
participatory, mandatory, intercultural, democratic, inclusive and diverse,
quality and warmth; promote gender equity, justice, solidarity and peace;
stimulate critical sense, art and physical culture, individual and community
initiative, and the development of skills and abilities to create and work.
The project-based its function on the right that people have to improve their
manner of living by having a good education system. Learning a foreign
language could build up a good quality of life for individuals because being
bilingual increases better job opportunities.
Page 41
24
The National Curriculum Guidelines (2014) by the end of level A1.1, students
of 8th year EGB will be able to linguistically have a very basic vocabulary
repertoire of words and phrases related to their personal and educational
background. Have limited control over few simple grammatical structures and
sentence patterns in a learned repertoire, which relates to their personal and
educational background.
Sociolinguistically use basic expressions to impart and elicit factual
information as well as socialize (e.g. greetings, addressing forms, introducing
oneself and others, and saying ‘good-bye’, etc.) and pragmatically link words
or groups of words with very basic linear connectors like and or or. (p.12)
Page 42
25
CHAPTER III
PROCESS, METHODOLOGY, ANALYSIS AND DISCUSSION OF THE
RESULTS
3.1 METHODOLOGICAL DESIGN
“The methodological design of an investigation can be described as the
general plan by which it is specified what will be done to answer the research
question. The word methodology is a word that comes from three words of
Greek origin: methods that derive from the goal meaning beyond and path
while the lodge is derived from the logos science or study of it comes to
define it etymologically as "science that studies methods" (Sánchez, 2018,
p.14).
From this perspective, the methodology is "the set of techniques,
procedures and tools of different types that a scientist does to intervene in
research, this field of work of the researcher is more precise and delimited"
Lorenzo and Zangaro (as they are cited by Sánchez, 2018, p. 14). Cervo and
Bervian (as they are cited by Morales, 2014), they have defined that it as "an
activity aimed at solving problems, whose objective is to find answers to
questions through the use of scientific processes" (p.1).
“The methodology used in this study is a mixed method approach.
That is to say that the focus will be quantitative as qualitative. Feasible
projects include the development of qualitative and quantitative aspects of
research in which qualitative data are transformed into quantitative data or
qualitative data are transformed into narrative, and the resulting data are
analyzed, making the proposal addresses a viable operational manner to
solve problems or needs of an institution”. (Andino and Yépez, 2002)
It is considered that this research is qualitative since it is based on
small samples taken, through observation of small population groups. In
Page 43
26
addition, it is considered that this research is quantitative because it uses
data collection to verify the object of investigation.
The combination of quantitative and qualitative approaches increases the
possibility of expanding the dimensions and understanding of this
investigative project, in order to explore and exploit the data and to have a
useful presentation of the results.
3.2 TYPES OF INVESTIGATION
The types of investigation establish the degree of depth with which an
object is approached with a systematic, critical, reflexive and controlled
procedure that allows the discovery of facts, data or relationships in any field
of investigative knowledge. The current investigative work will be descriptive,
exploratory, field, correlational and propositive; since it uses a quantitative
and qualitative approach.
DESCRIPTIVE INVESTIGATION
Evaluates the variables independently and the investigative work will be
subjected to analysis in which general aspects of the problem presented in
the investigation are measured, evaluated and regularized.
EXPLICATIVE INVESTIGATION
Explicative investigative seeks to determine the why of phenomena by
means of determining cause-effect relationships.
This investigation is explicative because it seeks and identifies the cause of
the phenomena from its origin, based on theories studies meaning of an
aspect of reality.
FIELD INVESTIGATION
Field investigation because it allows to establish the direct experience with
the reality of phenomenon and allows to manipulate the independent variable
to determine the situation of a particular problem based on documented
Page 44
27
reports that were obtained from the interviews, observation sheet, surveys or
test.
CORRELATIONAL INVESTIGATION
Correlational because it aims to determine the degree of relationship
between two or more variables.
PROPOSITIVE INVESTIGATION
Propositive because it tries to propose solutions to a given situation. Because
of this it involves exploring, explaining and proposing alternatives for change,
but without executing the proposal, that is to say category includes feasible
projects and research that lead to designing or creating something
innovative.
The types of investigation establish the degree of depth with which an object
is approached with a systematic, critical, reflexive and controlled procedure
that allows the discovery of facts, data or relationships in any field of
investigative knowledge. The current investigative work will be descriptive,
exploratory, field, correlational and propositive; since it uses a quantitative
and qualitative approach.
Page 45
28
3.3 MATRIX OPERATIONALIZATION OF VARIABLES
THE INFLUENCE OF LUDIC ACTIVITIES IN VOCABULARY
DEVELOPMENT
Table 1: Matrix Operationalization of Variable
VARIABLES
DIMENSION
INDICATOR
Independent V. Ludic Activities
Generalities
Definition
Importance Types
Game
Game Definition
Game Characteristics
Classification of Games
Games Benefits Game Advantages
Dependent V. Vocabulary Development
Generalities
Definition
Importance
Receptive Vocabulary Productive Vocabulary.
Communication
Definition
Elements Process
Language
Second Language Acquisition and Learning.
Stages of SLA
Vocabulary Acquisition and Learning.
Page 46
29
3.4 POPULATION AND SAMPLE
POPULATION
According to Barrera (2008) “the population is defined as a set of people that
have the characteristic or event to be studied and that is within the criteria of
inclusion". (p.141)
A population is a set of finite or infinite people or objects with common
characteristics. In addition, the sample is a significant representation of a
population that studies the characteristics of a society much smaller than the
general community. The population considered for the current project
consisted of 405 EFL students of 8th grade, and six EFL teachers.
Table 2: Population
POPULATION QUANTITY
EFL ENGLISH TEACHER 6
EFL STUDENTS 405
TOTAL 411
SOURCE: “Veintiocho de Mayo” Public High School ELABORATED BY: GUTIERREZ MAGALY AND RUIZ JENNIFER
SAMPLE
According to Sampieri (2006) “the sample is defined as the group of people,
events, events, communities, on which the data must be collected, without
necessarily being representative of the population. In addition, the type of
sample that this investigation possesses is non-probabilistic, since it
consisted in surveying the students to a certain number in a casual way”. (p.
Page 47
30
562). The sample considered for the current investigation consisted of 45, 8th
grade EFL students and their EFL teacher.
Table 3: Sample
POPULATION QUANTITY
EFL TEACHER 1
EFL STUDENTS 45
TOTAL 46
SOURCE: “Veintiocho de Mayo” Public High School ELABORATED BY: GUTIERREZ MAGALY AND RUIZ JENNIFER
3.5 RESEARCH METHODS
According to Herrera, L. and others. (2008), “the survey is a collection
technique for gathering information, by which the informants respond in
writing to questions delivered in writing.
This investigation project uses the following methods:
Inductive-deductive method: It allows us to analyze and interpret the
results then it will serve as a guide for obtaining conclusions about the
problem presented.
Analysis–Synthesis method: Using this method will allow us to establish by
analyzing the results that were obtained from the survey questions and the
interpretation of the statistical tables.
Statistical method: With this method, it will be contemplated certain stages
that allowed gathering information and making calculations to get the results
of investigations conducted, performing the analysis for the formulation of
conclusions.
Page 48
31
3.6 TECHNIQUES AND INSTRUMENTS OF THE INVESTIGATION
According to Hurtado (2015) states that "the empirical techniques are
related to the procedures used in the collection of data" (p 147).
Additionally,Arias (2016) states that "data collection instrument is any
resource, device or format that is used to obtain, record and store
information" (p 69).
Among the instruments used in this investigation project are surveys,
observation guide and interview; that through a systematic process of data,
techniques to analyze objectively the reality of the problem, will be applied in
order to search for alternatives to solve the conflict situation.
Survey
Mendez (2016) "the survey as data collection is done through
formulary, which allows to know the opinions of individuals in relation to the
object of the investigation"(p.252). On the other hand, Hernandez, Fernandez
and Baptista (2016) define to the survey as the most common instrument for
data collection, which consists of a set of questions regarding one or more
variables to measure”.
The survey of this project is structured by 10 items in likert scale to
measure or rate the variables which consists of a set of questions regarding
on two variables: ludic activities and vocabulary.
The objective of the instrument was to determine the influence of ludic
activities in vocabulary development through and statistical study.
Page 49
32
3.7.1 ANALYSIS AND INTERPRETATION OF THE SURVEY RESULTS TO
THE STUDENTS
ITEM 1:
At the beginning of the class the teacher presents the new vocabulary.
COMMENT:
The results demonstrated that 60% of students indicated that the
teacher does not present the vocabulary when the class starts this is due to
a limitation of activities to expand the language at the age of the students of
eight grade. It is worth mentioning that the introduction of new words could
be a useful tool to apply it before the explanation of a topic in class.
Table 4 Alternative Frequency Percentage
1. Strongly disagree 27 60% 2. Disagree 10 22% 3. Neither agree nor disagree 4 9% 4. Agree 4 9% 5. Strongly agree 0 0%
Total 45 100% SOURCE: "Veintiocho de Mayo" Public High School ELABORATED BY: MAGALY GUTIERREZ AND RUIZ JENNIFER
1. Strongly disagree
2. Disagree 3.
Neither agree
nor disagre
e
4. Agree 5. Strongly agree
27
10
4 4 0 60% 22% 9% 9% 0%
Graphic
1 Frequency Percentage
Page 50
33
ITEM 2:
I recognize all the English vocabulary when I do an activity in class.
COMMENT:
Most of 71% of students do not recognize all the vocabulary when they
do an activity. One of the fundamental parts to acquire words in English is the
knowledge of vocabulary through activities but it is necessary to be able to
identify a large number of words to have entertainment and learning at the
same time.
Alternative Frequency Percentage
1. Strongly disagree 32 71%
2. Disagree 9 20%
3. Neither agree nor disagree 4 9%
4. Agree 0 0%
5. Strongly agree 0 0%
Total 45 100%
SOURCE: "Veintiocho de Mayo" Public High School
ELABORATED BY: MAGALY GUTIERREZ AND RUIZ JENNIFER
Table 5
1. Strongly disagree
2. Disagree 3. Neither agree nor disagree
4. Agree 5. Strongly agree
32
9 4
0 0 71% 20% 9% 0% 0%
Graphic 2
Frequency Percentage
Page 51
34
ITEM: 3
I consider that having a basic English vocabulary of words help me to
communicate with others.
Table 6
Alternative Frequency Percentage
1. Strongly disagree 0 0%
2. Disagree 2 4%
3. Neither agree nor disagree 5 12%
4. Agree 10 22%
5. Strongly agree 28 62%
Total 45 100%
SOURCE: "Veintiocho de Mayo" Public High School ELABORATED BY: MAGALY GUTIERREZ AND RUIZ JENNIFER
COMMENT:
Respondents in this item survey reaffirmed that a fundamental
vocabulary in English helps to produce a right connection with people. This
evidences to the teacher that the implementation of ludic activities like:
games, roles plays among others could motivate students to learn new words
in class and improve their communication with others.
1. Stronglydisagree
2. Disagree 3. Neitheragree nordisagree
4. Agree 5. Stronglyagree
0 2
5
10
28
0% 4% 12% 22% 62%
Graphic 3
Frequency Percentage
Page 52
35
ITEM 4:
I consider that my vocabulary knowledge allows me to express my ideas
properly.
COMMENT:
From the answers obtained, a high percentage of students claimed that their
vocabulary knowledge does not allow them to express their ideas correctly.
For that reason, the teacher could increase game activities that motivate
students to expand their English language vocabulary according to the uses
and different lexicon needed.
Table 7 Alternative Frequency Percentage
1. Strongly disagree 28 62%
2. Disagree 12 27%
3. Neither agree nor disagree 4 9%
4. Agree 0 0%
5. Strongly agree 1 2%
Total 45 100% SOURCE: "Veintiocho de Mayo" Public High School ELABORATED BY: MAGALY GUTIERREZ AND RUIZ JENNIFER
1. Strongly disagree
2. Disagree 3. Neither agree nor disagree
4. Agree 5. Strongly agree
28
12
4 0 1 62% 27% 9% 0% 2%
Graphic 4
Frequency Percentage
Page 53
36
ITEM 5:
The teacher often evaluates the acquisition of new vocabulary in class.
COMMENT:
A large number of students 82% expressed that the teacher often
does not evaluate the process of learning words in general. Vocabulary
when it is acquired is an active process. It is important that teachers assess
the worth of English knowledge to motivate students to improve their
vocabulary production in class, through the use of ludic activities assessment
becomes easy and accurate.
Table 8
Alternative Frequency Percentage
1. Strongly disagree 37 82%
2. Disagree 7 16%
3. Neither agree nor disagree 1 2%
4. Agree 0 0%
5. Strongly agree 0 0%
Total 45 100%
SOURCE: "Veintiocho de Mayo" Public High School
ELABORATED BY: MAGALY GUTIERREZ AND RUIZ JENNIFER
1. Strongly disagree
2. Disagree 3. Neither agree nor disagree
4. Agree 5. Strongly agree
37
7
1 0 0 82% 16% 2% 0% 0%
Graphic 5
Frequency Percentage
Page 54
37
ITEM 6:
The acquisition of new vocabulary through ludic activities such as games,
charades and role plays are activities that I enjoy.
COMMENT:
The result of respondents indicated that it is visible that the acquisition of
new vocabulary through ludic activities help to satisfy students. This means that
one of the strategies is the game which is fundamental to learn a large number
of words and have an active participation of students. This method could be
used at all levels of education.
Table 9
Alternative Frequency Percentage
1. Strongly disagree 2 4%
2. Disagree 0 0%
3. Neither agree nor disagree 1 2%
4. Agree 9 20%
5. Strongly agree 33 73%
Total 45 100%
SOURCE: "Veintiocho de Mayo" Public High School
ELABORATED BY: MAGALY GUTIERREZ AND RUIZ JENNIFER
1. Strongly disagree
2. Disagree 3. Neither agree nor disagree
4. Agree 5. Strongly agree
2 0 1
9
33
4% 0% 2% 20% 73%
Graphic 6
Frequency Percentage
Page 55
38
ITEM 7:
Ludic activities motivate me to acquire new vocabulary easily.
Table 10
COMMENT:
Most students affirmed that ludic activities encourage them to learn. This
means that motivation with playful activities make the students feel identified
with an activity that make them to empower the language, that is why as
teachers we must take into account ludic strategies when teaching vocabulary.
Alternative Frequency Percentage
1. Strongly disagree 1 2%
2. Disagree 1 2%
3. Neither agree nor disagree 8 18%
4. Agree 14 31%
5. Strongly agree 21 47%
Total 45 100%
SOURCE: "Veintiocho de Mayo" Public High School
ELABORATED BY: MAGALY GUTIERREZ AND RUIZ JENNIFER
1. Strongly disagree
2. Disagree 3. Neither agree nor disagree
4. Agree 5. Strongly agree
1 1
8
14
21
2% 2% 18% 31% 47%
Graphic 7
Frequency Percentage
Page 56
39
ITEM 8:
I can use my own ideas through ludic activities to increase vocabulary.
COMMENT:
The result of this item showed that using playful activities affirms new
vocabulary in students. It facilitates the development of memory and the
association of words that promote the expression of their own ideas. Teachers
could include more games that enhance vocabulary process to promote an
active participation.
Table 11
Alternative Frequency Percentage
1. Strongly disagree 2 4%
2. Disagree 0 0%
3. Neither agree nor disagree 3 7%
4. Agree 13 29%
5. Strongly agree 27 60%
Total 45 100%
SOURCE: "Veintiocho de Mayo" Public High School
ELABORATED BY: MAGALY GUTIERREZ AND RUIZ JENNIFER
1. Strongly disagree
2. Disagree 3. Neither agree nor disagree
4. Agree 5. Strongly agree
2 0
3
13
27
4% 0% 7% 29% 60%
Graphic 8
Frequency Percentage
Page 57
40
ITEM 9:
I think ludic activities influences in the development of the language.
COMMENT:
According to the survey, ludic activities are important to assist students to
make progress in vocabulary acquisition. This means that the application of
competitive and non-competitive games are ideal for the motivation of students
to broad the language and increase the communication in class.
Table 12
Alternative Frequency Percentage
1. Strongly disagree 2 4%
2. Disagree 0 0%
3. Neither agree nor disagree 2 4%
4. Agree 10 22%
5. Strongly agree 31 69%
Total 45 100%
SOURCE: "Veintiocho de Mayo" Public High School
ELABORATED BY: MAGALY GUTIERREZ AND RUIZ JENNIFER
1. Strongly disagree
2. Disagree 3. Neither agree nor disagree
4. Agree 5. Strongly agree
2 0 2
10
31
4% 0% 4% 22% 69%
Graphic 9
Frequency Percentage
Page 58
41
ITEM 10:
Participating in a pair work activity provides me enough confident to apply new
vocabulary.
COMMENT:
A large number of respondents expressed that pair work activities are
suitable strategies to help improving the development of new vocabulary.
Collaboration contributes to develop vocabulary through conversations involved
in activities such as role play or acting. In general, it provides a more adequate
and confident environment for students to share ideas.
Table 13
Alternative Frequency Percentage
1. Strongly disagree 1 2%
2. Disagree 0 0%
3. Neither agree nor disagree 2 4%
4. Agree 5 11%
5. Strongly agree 37 82%
Total 45 100%
SOURCE: "Veintiocho de Mayo" Public High School
ELABORATED BY: MAGALY GUTIERREZ AND RUIZ JENNIFER
1. Strongly disagree
2. Disagree 3. Neither agree nor disagree
4. Agree 5. Strongly agree
1 0 2 5
37
2% 0% 4% 11% 82%
Graphic 10
Frequency Percentage
Page 59
42
3.7.2 ANALYSIS OF THE RESULTS TO THE TEACHER INTERVIEW
The result of the the teacher interview demonstrated that the EFL teacher
considers vocabulary development as a necessary skill due to the demands of
this globalized world.
The teacher indicated that without a vocabulary acquired gradually it is hardly
to get a right communication. She stated that to maintain a good level it is
indispensable applying new methods and developing more contents of new
words everyday for an optimal learning but the main problem is the number of
students per classroom (45 approximately) and also the time (40 minutes per
class), which makes it difficult that all the students have an appropriate
comprehension and participation on individual tasks, to assess students
learning and work on more complex activities.
The proposal of a didactic guide with ludic activities in vocabulary
development could be extra material for teachers to defeat the issues before
mentioned . Through a didactic guide the teacher will count with activities that
make learners to be engaged despite the large number of students in class.
Class participation will be promoted and formative assessment will be easy to
be carried out.
3.7.3 ANALYSIS OF THE RESULTS OF THE OBSERVATION GUIDE
It was observed that the teacher performed certain ludic activities like the use
of small cardboards for teaching vocabulary. However ludic activities were
developed without a clear instruction making students feel not sure with
their use of words, motivation was low and short time was dedicated to the
teaching of new vocabulary.
A didactic guide could generate a great curiosity in the learning process of
English vocabulary. This guide could be an instrument of education and a great
manner of organization to apply activities that encourage an excellent
classroom environment for promoting language learning.
Page 60
43
CHAPTER IV
THE PROPOSAL
4.1 TITLE
DESIGN A DIDACTIC GUIDE WITH LUDIC ACTIVITIES FOR VOCABULARY
DEVELOPMENT IN STUDENTS OF 8TH GRADE AT VEINTIOCHO DE MAYO
PUBLIC HIGH SCHOOL.
4.2 JUSTIFICATION
Based on the results that were obtained through surveys, we came to the
conclusion that the students need a didactic guide, because they show some
troubles in the vocabulary´s fluency of English language due to have poor
knowledge about the topic, this generates low results in the learning process
because of not adequate methodology and techniques address to vocabulary
teaching.
To achieve the implementation of ludic activities in the vocabulary development
it is necessary the teacher to apply appropriate teaching material to expand the
knowledge of the students through games that capture the attention of the
students by fostering a dynamic, sociable and fun environment, nullifying the
tension and stress generated by the class.
The main topic of this didactic guide is to find that the teacher solves the
problems in the area of English language vocabulary of students of 8th grade at
Veintiocho de Mayo public high school, improving the teaching - learning
process of English language to get excellent academic results in students and
motivate them to express themselves freely leaving aside the fear of getting it
wrong.
Page 61
44
4.3. OBJECTIVES
4.3.1 GENERAL OBJECTIVE
To determine the influence of ludic activities in vocabulary development
of students of eighth Grade at Veintiocho de Mayo Public High School
through a didactic guide with ludic activities for vocabulary development.
4.3.2 SPECIFIC OBJECTIVES
To provide to the teachers with a didactic guide with ludic activities to
catch students´ attention
To promote the application of the didactic guide during English classes.
To establish the importance of ludic activities for being applying in class.
To improve the vocabulary development on students through games.
4.4 FEASIBILITY
The proposal is feasible because the human resources have accepted
researchers promoting an improvement in learning English language through
ludic activities given to the teacher.
The proposal is also technically feasible because the teacher can use
appropriate teaching materials (worksheets, flash cards, puzzles, role plays) in
the classroom, this materials are implemented like dynamic and social strategy
that can help students to learn English language.
Finally the proposal is economically feasible because does not consume an
expensive material, just some paper craft and paper sheets that have been
created by the authors of this project.
Page 62
45
4.5 DESCRIPTION
Researchers have considered the elaboration of a didactic guide with the
purpose of promoting the vocabulary development through the use of ludic
activities for 8th grade.
In this guide you will find: an introduction directed to the teachers encouraging
them to apply ludic activities in classes.
Then the teacher will find a section explaining the importance to apply ludic
activities in English language teaching and which are the advantages of it.
The teacher will find an index detailing the games and their corresponding
pages. The didactic guide is divided into three units, each unit covers different
topics which have been taken from the student´s English text Book.
Every topic will present two types of games: competitive and non-competitive.
Non competitive games: Are games in which everyone wins, students play for
fun and develop their knowledge and skills without worrie for the points, all
participating making a team.
Competitive games: Games are competitions one by one or group by group, it
like to says each/group student compete by your own points for take a Prize.
Students take seriously the game without mistakes that can make them lost.
In type of game it´s detailed the type of game, language aim, time,
group configuration, and game instructions.
Finally you will find the corresponding annexes for each game.
Page 63
46
4.6 CONCLUSIONS
The didactic guide could help:
-To solvent requirements of education in the teaching-learning process at
moment of be applicate to students.
-To improve vocabulary development of students of 8th grade in the English
language through ludic activities.
-Facilitates the teacher´s task in learning through games that motivate student
participation.
4.7 RECOMMENDATIONS
- To apply Ludic Activities with the topic of the class for best results.
- To find extra material of the activity that is going to be applied in order to
achieve a good result in the vocabulary development.
- To develop step by step instructions for each ludic activity.
Page 65
48
Dear teachers,
First of all from the idea that language is a system whose purpose is
communication, we should always bear in mind that learning the lexicon is not
an end in itself, but rather a means to improve communicative competence We
will develop a series of exercises that will allow the student interest to the
vocabulary related to the English language.
We will begin with the process of selection of that vocabulary, to then work on
activities that are aimed at the level of learning for the 8th Grade of Basic
Education and that handle different didactic approaches applied with ludic
activities.
We have designed this didactic guide in order that the student feels confident in
being able to develop all his cognitive potential. We trust that the didactic guide
will give excellent results both for the teacher and for the student, making the
playful activities create a diverse environment without boredom capturing the
attention and interest of the students. It is worth mentioning that the play
activities have shown very good results in the advancement of the teaching and
learning of the English Language.
Page 66
49
WHY TO APPLY LUDIC ACTIVITIES IN THE EFL/ESL CLASSROOM
Ludic activities are important because they motivate the student to participate in
class through the game, associating having fun with learning and adapting the
differences in learning rhythm between the participants.
These ludic activities allow students to integrate into large or small groups with
the aim of learning new skills and knowledge by capturing their attention
through games that integrate a good dynamism and a participation.
Many games used as material: Flashcards, worksheets, crooswords, roll-plays,
puzzles, these are resources that can be easily adapted in class through
competitive and non-competitive games, it is possible to assess the impact of
teaching on the learning students, encouraging everyone's participation and
thus acquiring a domain fluid in the topic.
When applying ludic activities teacher should adopt a guiding attitude, this will
allow the classes to be more dynamic and interactive with the goal that every
student has the confidence to share his point of view about the game, thus
achieving a more significant learning and getting feedback for both the teacher
on the effectiveness of their teaching methods and for the student about their
level of learning.
Page 67
50
INDEX OF THE DIDACTIC GUIDE
UNIT 1
TOPIC Feelings
GAMES - Non competitive - Competitive
PAGES 51 52
Personal information - Non competitive - Competitive
53 54
Countries and nationalities
- Non competitive - Competitive
55 56
UNIT 2
Family members - Non competitive - Competitive
57 58
Physical appearance - Non competitve - Competitive
59 60
Which part of the body is
that?
- Non competitive - Competitive
61 62
UNIT 3
Types of movies - Non competitive - Competitive
63 64
Neighborhoods - Non Competitive - Competitive
65 66
Page 68
51
ACTIVITY N° 1
TOPIC: FEELINGS
Type of game: Non competitive game.
Language aim: To use proper vocabulary to talk about feelings and emotions.
Time: 30 minutes.
Group configuration: Teacher and Students.
Instructions:
Before
The teacher cuts out flash cards of every emotion (Annex 1). A tennis ball and a
CD player with any kind of are needed to be used in the game. The teacher has
to sit the students on the floor side by side forming a circle.
During
While the teacher puts the music the students must pass the ball as quickly as
possible while the music is playing. Once the music stops, the student who has
the ball in his hands must make a sentence with the feeling card that the
teacher shows him/her.
After
If the student's answer is correct all his classmates will congratulate him/her,
and if the answer is wrong their classmates will cheer him to keep trying. The
game continues in this way with the objective that all students participate.
Page 69
52
ACTIVITY N° 2
TOPIC: FEELINGS
Type of game: Competitive game.
Language aim: To describe the correct feeling and emotion.
Time: 30 minutes.
Group configuration: Group of five students.
Instructions:
Before
The materials that the teacher should have are only feelings cards with pictures
(Annex 2).
During
The teacher asks students to make groups of five, when the groups are already
formed, each group will choose a leader who will come out in front of the class
and pick a card.
The leader will have as a task to describe the feeling to his group without being
able to speak only to use mimics and sounds. If the group guesses the feeling
correctly they get a point otherwise the game continues with the next group.
The group with the highest score at the end of the game will be the winner.
After
Finally the teacher sends students as a task to write ten sentences using the
feelings described during the game.
Page 70
53
ACTIVITY N° 3
TOPIC: PERSONAL INFORMATION
Type of game: Non competitive game.
Language aim: To respond correctly the information given
Time: 30 minutes.
Group configuration: Teacher and Students.
Instructions:
Before
The teacher cuts out as material a paper plane (Annex 3) then writes on the
board five questions of personal information, for instance: "what is your age?",
"who is your favorite singer?" what is your favorite sport?" which is your favorite
color?", "what is your favorite animal?".
During
The teacher calls a student to the front of the class and asks him to respond to
the questions that are written on the board. After have answered them, the
teacher hands him the paper plane. The student has to throw it to another
student then the student chosen has to tell the personal information of the
previous player.
After
The student who has the paper plane must go out in front of the class to give
the answer, and then he/she must throw the paper plane to another partner
repeating the same process.
Page 71
54
ACTIVITY N° 4
TOPIC: PERSONAL INFORMATION
Type of game: Competitive game.
Language aim: To talk about personal information.
Time: 40 minutes.
Group configuration: Groups of eight students.
Instructions:
Before:
The teacher must carry copies of Worksheet (Annex 4) for each student.
During
The teacher will give a copy to each student asking them to fill out it with their
personal information, then have students form groups of eight students, telling
them that each group should do a roll-play using the questions given in the
worksheet.
After
Finally the teacher will give 15 minutes to finish their roll-play, then calls each
group to act the roll-play. At the end of the class students will choose the best
roll-play through applause and that will be the winner.
Page 72
55
ACTIVITY N° 5
TOPIC: COUNTRIES AND NATIONALITIES
Type of game: Non competitive game.
Language aim: To recognize the different nationalities around the world.
Time: 30 minutes.
Group configuration: Pairs.
Instructions:
Before
First of all the teacher must carry copies of the crossword worksheet (Annex 5)
and deliver a copy by pair of students,
During
While the teacher gives a copy to each pair of students, tell them the
instructions. They should have to use the drawings as a key to identify the
nationality in 15 minutes. Then each couple must go out in front of the class and
say the nationalities with the name of a typical food of each country for example
"Mexico-taco", "Spain-Paella”.
After
At the end of the game the teacher should make a feedback of the nationalities
given in the class.
Page 73
56
ACTIVITY N° 6
TOPIC: COUNTRIES AND NATIONALITIES
Type of game: Competitive game.
Language aim: To guess the country with the given information.
Time: 30 minutes.
Group configuration: Groups of five students.
Instructions:
Before
The teacher will have to take flashcards with the name of the countries (Annex
6).
During
Once the class begins the teacher will divide the students into groups of 5, then
a student from each group must go out in front of the class and choose a
flashcard without seeing it and sticking it on the forehead. The other members
of the group should give clues about the country that is written on the flashcard
of their partner for example "Pizza, Venice, pasta...... Answer: Italy"
After
If the student responds correctly in 30 seconds the group wins a point, if time
runs out the next group will continue with the same process. The group with the
highest score at the end of the game will be the winner.
Page 74
57
ACTIVITY N° 7
TOPIC: FAMILY MEMBERS
Type of game: Non competitive game.
Language aim: To identify family members.
Time: 25 minutes.
Group configuration: Groups of seven students
Instructions:
Before
The teacher should take the riddles of the family members (Annex 7) to the
class.
During
The teacher will divide the class in groups of 7 students, then write the first
riddle on the board. The group that believes knowing the correct answer of
which family member is, raises the hand and will say the answer. After that the
group has to make a sentence using the word.
After
Finally teacher will give a Feedback to the students of this topic to clear any
doubt.
Page 75
58
ACTIVITY N° 8
TOPIC: FAMILY MEMBERS
Type of game: Competitive game.
Language aim: To identify family members.
Time: 30 minutes.
Group configuration: Groups of seven students
Instructions:
Before
The teacher must bring a copy of a family tree (Annex 8) for each group.
During
Then delivered to each group a copy of the family tree, the teacher requests
students to complete the family tree with the names of the family members of
their favorite cartoons. Once students have completed filling out the worksheet
of the family tree, they must become it into a 15 pieces puzzle, and leave it
messy on their desk.
After
The teacher asks students to switch desks with other group. Once that students
are sitting on the new desk, the teacher gives the signal to start assemble the
puzzle.
The first group to assemble the puzzle and guess the name of the cartoon will
win the game.
Page 76
59
ACTIVITY N° 9
TOPIC: PHYSICAL APPEARANCE
Type of game: Non Competitive game.
Language aim: To describe physical appearance with information given.
Time: 30 minutes.
Group configuration: Pairs.
Instructions:
Before
The teacher will take copies of the worksheet (Annex 9) and deliver a copy to
each pair.
During
Teacher explains students that using the worksheet, and write down on the
back a physical description of any classmate. Ex: he's tall, he gots black hair,
he's thin, etc. Then each couple must go to the front of the class and describe
the student chosen.
After
The student who is being described must stand up and say aloud “I am". If it is
he will receive applause from all class otherwise the game continues until the
students guess the classmate described. Then another pair continues with the
same process.
Page 77
60
ACTIVITY N° 10
TOPIC: PHYSICAL APPEARANCE
Type of game: Competitive game.
Language aim: To identify physical appearance.
Time: 25 minutes.
Group configuration: Groups of four students.
Instructions:
Before
The teacher must take copies of the puzzles (Annex 10) and previously cut then
away.
During
Teacher will divide the class into groups of four people and give a puzzle to
each group of students. The student should assemble the pieces in 20 minutes
or less.
After
Finally the first group that finished correctly assembling the puzzle pieces,
should mention what is the topic of the puzzle and has to write one sentence for
each word found in the puzzle. The first group completing the task correctly will
be the winner.
Page 78
61
ACTIVITY N° 11
TOPIC: WHICH PART OF THE BODY IS THAT?
Type of game: Non competitive game.
Language aim: To recognize parts of the body.
Time: 30 minutes.
Group configuration: Teacher and students
Instructions:
Before
The teacher prepares flashcards about the parts of the body (Annex 11). Slowly
reveal each flashcard card and ask students to touch part of the body
mentioned. For instance: when the teacher shows the "head" flashcard
everyone have to touch their heads. The teacher repeats the action three times
per each flashcard.
During
The teacher gets everyone take seat on the floor and facing the front of the
class. And distribute flashcards to each student. Then the teacher stand up in
front of the students and say aloud one part of the body plus and action to be
performed. For example "ears-stand up". All the students with the same flash
card have to do that action.
After
The game continues with other words and different actions (e.g. jump up and
down, run on the spot, turn around, stand up / sit down, wiggle, touch your
toes).
Page 79
62
ACTIVITY N° 12
TOPIC: WHICH PART OF THE BODY IS THAT?
Type of game: Competitive game.
Language aim: To say different parts of the body.
Time: 30 minutes.
Group configuration: Teacher and students
Instructions:
Before
The teacher takes as material the parts of the body (Annex 12) should take a
copy for each student.
During
Once each student has their copy, the teacher will tell them the instructions of
the game. They should list the body parts from one to ten of the activity, and
after having filled parts of the body they must assemble the dice of paper.
After
They'll go out in front of the class one by one with their dice, throw them on
teacher's desk, depending on the number that comes out in their dice they
should name which part of the body is according to the worksheet, The student
will repeat the same action five times and who recognizes more parts of the
body wins the game.
Page 80
63
ACTIVITY N° 13
TOPIC: TYPES OF MOVIES
Type of game: Non competitive game.
Language aim: To guess types of movies correctly with given information.
Time: 35 minutes.
Group configuration: Groups of eight students.
Instructions:
Before
The teacher must take copies of types of movies (Annex 13) for each group.
During
The teacher will give a copy to each group asking them to match names of the
movies to the picture that it belongs to, then each group should do a roll-play
choosing the type of movie that they like the most.
After
Finally the teacher will give 15 minutes to finish their roll-play, then calls each
group to act the roll-play. At the end of the game the teacher should make a
feedback of the topic given in the class.
Page 81
64
ACTIVITY N° 14
TOPIC: TYPES OF MOVIES
Type of game: Competitive game.
Language aim: To guess types of movies.
Time: 30 minutes.
Group configuration: groups of eight students.
Instructions:
Before
The teacher has to cut out each one of types of movies (Annex14).
Once the class begins the teacher puts pictures in a small case.
During
When each group has its type of movie, the teacher will give them 15 minutes to
prepare a short roll-play.
After
Then groups will have to go out in front of the class one by one. They shall act
the movie. At the end of the class students will choose the best performance by
means of votes and that will be the winner.
Page 82
65
ACTIVITY N° 15
TOPIC: FAMOUS NEIGHBORHOODS
Type of game: Non competitive Game.
Language aim: To learn new vocabulary about places in our neighborhoods.
Time: 40 minutes.
Group configuration: Groups of Five students.
Instructions:
Before:
Teacher must take copies of worksheet map (Annex15) about places of
neighborhood.
During:
Once the class begins the teacher will divide students into groups of five, then a
student from each group must go out infront of the class and choose five places
of neighborhood in the map.
After
For every place the student must say for example: if I am sick, ´´I go .........´´
and the rest of the group must guess where it refers to, in this example the
correct answer is ´´the Hospital´´. Then, another group continues with the same
process with the objective that all students participate.
Page 83
66
ACTIVITY N° 16
TOPIC: FAMOUS NEIGHBORHOODS
Type of game: Competitive game.
Language aim: To use proper vocabulary to talk about places in our
neighborhoods.
Time: 40 minutes.
Group configuration: groups of eight students.
Instructions:
Before
Teacher needs to take copies of the worksheet (Annex 16).
During
While the teacher gives a copy to each group, tell them the instructions about
the game.
The groups should draw a neighborhood like in the example of the worksheet,
they have to draw places to their imagination. Then each group must go out in
front of the class and describe their fantastic neighborhood.
After
Finally the students will choose the best neighborhood through applause and
that will be the winner.
Page 84
67
ANNEX 1
HAPPY ANGRY
SAD SURPRISED
Page 90
73
ANNEX 7
She looks like my mother, but she's older, she had other sons
than my uncles are.
He sleeps well in his bed sometimes he cries, but he also
smiles when he takes the feeding-bottle.
Of your uncles is a sister, is the daughter of your grandparents
and who loves you most.
Are sons of your grandparents, your parents brothers are, your
brothers with your children will have this relationship.
That relationship I have with the daughter of my mother.
ANNEX 8
Page 95
78
ANNEX 13
ANNEX 14
Page 96
79
ANNEX 15
ANNEX 16
Page 97
80
Bibliography
Alqahtani,2015.https://www.researchgate.net/publication/299356634_The_impo
rtance_of_vocabulary_in_language_learning_and_how_to_be_taught
AWAD, H. Z. A. Brinque, jogue, cante e encante com a recreação: conteúdos
de aplicação pedagógica teórico/prático. 2. ed. Jundiaí: Fontoura, 2006. Barreno, S., & Herrera, M. (2011). Técnicas que utilizan los docentes de inglés
para desarrollar el aprendizaje de vocabulario en los estudiantes de
bachillerato del colegio técnico industrial "Ciudad de Ibarra", año lectivo
2010-2011. Ibarra: Universidad Técnica del Norte.
Bilash, O. (Mayo de 2018). Obtenido de
https://sites.educ.ualberta.ca/staff/olenka.bilash/Best%20of%20Bilash/co
mmunicative%20activities.html
Branden, K. V. (2016). The Role of Teachers in Task-Based Language
Education. Annual Review of Applied Linguistics, 18.
Chong, A. B. (2011). Receptive Vocabulary. In: Goldstein S., Naglieri J.A
Encyclopedia of Child Behavior and Development. Springer, Boston, MA.
Dörnyei, Z. (2005). The Psychology of the Language Learner. New York:
Routledge.
Guncay, Y., & Gutama, M. (2013). How to Expand Vocabulary Acquisition
Through Games. A Study with Children from Third Level of Basic
Education in Fray Gaspar de Carvajal School. Cuenca : Repositorio de la
Universidad de Cuenca. Obtenido de
http://dspace.ucuenca.edu.ec/bitstream/123456789/4333/1/TESIS.pdf
Hickey, R. (10 de 12 de 2018). English Linguistics. Obtenido de
https://www.uni-due.de/ELE/FLA_SLA_brief_comparison.pdf
Maskor, Z. M., & Baharudin, H. (2016). Receptive Vocabulary Knowledge or
Productive Vocabulary Knowledge in Writing Skill, Which One Important?
International Journal of Academic Research in Business and Social
Sciences, 11.
Merchán, K. (2017). INFLUENCE OF VOCABULARY FOR THE
DEVELOPMENT OF THE ORAL. Guayaquil: Universidad de Guayaquil.
Miletic, E. A. (2017). The Role of Ludic Activities in Primary English Classrooms
– do they really help children to learn? Universidade Nova de Lisboa.
Mindiola, J. (2017). How does the basic vocabulary impact in the development
of the speaking skill. Guayaquil: Universidad de Guayaquil.
Page 98
81
National Curriculum Guidelines . (08 de 2014). Obtenido de
https://educacion.gob.ec/wp-content/uploads/downloads/2014/09/01-
National-Curriculum-Guidelines-EFL-Agosto-2014.pdf
Nordquist, R. (10 de 2018). The Basic Elements of the Communication Process.
Obtenido de thoughtco.com: https://www.thoughtco.com/what-is-
communication-process-1689767
Owens, J., & Robert., E. (1996). Language development: An introduction .
Boston, MA: Allyn and Bacon: (fourth edition). .
Sánchez, E. (2018). Verbal games for lexical retention in 3 and 4 yera old
children. Ambato: Universidad Técnica del Ambato.
Schmitt, N., & McCarthy, M. (1997). Vocabulary: Description, Acquisition and
pedagogy. Cambridge.
Schousboe, I., & Winther-Lindqvist, D. (2013). Children's Play and
Development: Cultural-Historical Perspectives. Springer Science &
Business Media.
TEZİ, Y. L. (2017). TEACHING ENGLISH TO PRIMARY SCHOOL STUDENTS.
SELÇUK ÜNİVERSİTESİ.
Tuan, L. T. (2012). Vocabulary Recollection through Games. ACADEMY
PUBLISHER Manufactured in Finland., 8.
Uvidia, Y., & León, C. (2017). Influence of motivation in the development of
vocabulary. Guayaquil: Universidad de Guayaquil.
Page 99
82
ANEXO 1
DOCUMENTOS
Page 117
100
ANEXO 2
FOTOS
Page 118
101
ANNEX 2
PHOTOS EVIDENCES
Researchers with the English teacher at Veintiocho De Mayo High School
Researches with the High School Principal, MSc.Kleber Zapata.
Page 119
102
Researchers explaining the survey to students at Veintiocho De Mayo High School.
Page 120
103
Researchers with tutor assigned MSc. Lucila Sánchez Pérez.
Page 121
104
INSTRUMENTS
APPLIED
Page 122
105
UNIVERSIDAD DE GUAYAQUIL
FACULTAD DE FILOSOFÍA, LETRAS Y CIENCIAS DE LA EDUCACIÓN
ESCUELA DE LENGUAS Y LINGÜÍSTICA
OBSERVATION GUIDE
Date:
Teacher’s name:
Grade: Section:
Number of students present:
Objective: To determine the influence of ludic activities in vocabulary
development.
References:
1 2 3 4 5
Excellent Suitable Moderately
suitable
Suitable
Little
Not possible to
observe
THE TEACHER… 1 2 3 4 5
1.Begins the class with an exploration of previous knowledge of the Topic.
2. Organizes a variety of ludic games related to vocabulary learning.
3. Manages appropriately vocabulary errors in class.
4. Explains the new vocabulary clearly.
5. Uses vocabulary according to level A1.1
6. Promotes the students participation in class activities.
7.Verifies students comprehension after vocabulary exercises.
THE STUDENT… 1 2 3 4 5
8. Demonstrate enthusiasm and interest when the teacher explains new vocabulary.
9. Feel motivated during English class.
10.Participate and understand vocabulary exercises.
11. Are engage in ludic activities and learn vocabulary to develop skills.
Elaborated by: Magaly Gutierrez and Jennifer Ruiz.
Page 123
106
UNIVERSIDAD DE GUAYAQUIL FACULTAD DE FILOSOFÍA, LETRAS Y CIENCIAS DE LA EDUCACIÓN
ESCUELA DE LENGUAS Y LINGÜÍSTICA
SURVEY Objective: To determine the influence of ludic activities in vocabulary development.
ITEM
ALTERNATIVES
(1) Strongly disagree
(2) Disagree
(3) Neither
agree nor disagree
(4) Agree
(5) Strongly agree
1. At the beginning of the class, the teacher presents the new vocabulary.
2. I recognize all the English vocabulary when I do an activity in class.
3. I consider that having a basic English vocabulary of words help me to communicate with others.
4. I consider that my vocabulary knowledge allows me to express my ideas properly.
5. The teacher often evaluates the acquisition of new vocabulary in class.
6. The acquisition of new vocabulary through ludic activities such as games, charades and role plays are activities that I enjoy.
7. Ludic activities motivate me to acquire new vocabulary easily.
8. I can use my own ideas through ludic activities to increase vocabulary.
9. I think ludic activities influences in the development of the language.
10. Participating in a pair work activity provides me enough confident to apply new vocabulary.
Elaborated by: Magaly Gutierrez Valdez y Jennifer Ruiz Jauregui.
Page 124
107
UNIVERSIDAD DE GUAYAQUIL FACULTAD DE FILOSOFÍA, LETRAS Y CIENCIAS DE LA EDUCACIÓN
ESCUELA DE LENGUAS Y LINGÜÍSTICA
INTERVIEW
Objetive: To determinate the influence of ludic activities in vocabulary
development.
QUESTIONS FOR THE ENGLISH TEACHER
1.- Do you consider that your students have enough vocabulary to express
themselves in the target language? Why?
2.- How many hours along the week do you use to teach new vocabulary and
assess the vocabulary taught?
3.- What methods or strategies do you use in English class for teaching
vocabulary?
4.- What type of activities do you apply in class to assess your students
understanding of new words?
5.- Do you think that ludic activities are beneficial for your students when
learning vocabulary in the target language?
6.- What kind of games to practice vocabulary with students do you apply in
class?
7.- What is the attitude of the students when you apply ludic activities to teach
English vocabulary?