UAS Qualitative Studies On ELL
UAS Qualitative Studies On ELL
UAS Qualitative Studies On ELL
Objective:
This assignment aims to assess your proficiency in qualitative research methodologies within
the realm of English Language Learning (ELL). By crafting a robust research project
proposal, you will apply theoretical concepts, design a research study, conduct a literature
review, develop a realistic timeline, and highlight the significance of your research.
Additionally, this assignment serves to enhance your academic writing skills and prepares
you for future research endeavors. Ultimately, it contributes to both your understanding of
qualitative research principles and the broader field of ELL.
Guidelines:
1. Write a research proposal based on your chosen topic and problem.
2. Follow the outline template on the following page.
3. Submit your proposal before the due date, please refer to Litera.
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TEMPLATE
games, there are plenty of words that are unfamiliar and difficult for ELL students to
understand. Of course, everyone has a strategy when they come across them, but what
about students with limited vocabulary, also have their own way of dealing with them.
This study also wants to find out how ELL students dealt with the unfamiliar words in
the game.
B. Literature Review
Previous research has demonstrated the efficacy of games as an alternative to
improving language learning and vocabulary acquisition for students, in studies
(Alemi, 2010), which investigated the use of word games in expanding students'
vocabulary. Alemi used five word games: twenty questions, riddles, definition games,
passwords, and crosswords. He randomly selected a group of male junior high school
third graders and divided them into two groups: experimental and control. The
experimental group was given word games as a treatment at the end of the session,
whereas the control group was taught words using traditional methods. The two
groups were then given a vocabulary test to determine the difference. The findings
supported the positive impact of word games on vocabulary.
(Patel et al., 2022)'s research was conducted on 136 Ell students in Grades 1 and
2, using the GraphoLearn game. Patel then separated the participants into two groups:
the GL group and the control group. The GraphonLearn game was used to assess the
skills of the GL group, whereas the 'Math Kids- Add, Subtract, Count, and Learn'
game was used for the control group. The control group received the math-based
English game because Patel and his friends were told by the school teacher to
continue with school lesson. At the end of the session, children who played GL made
faster progress than those who did not. He stated that GL was able to quickly and
effectively teach letter sounds, English reading skills, and recognize rhymes and
words using the new knowledge gained.
The same thing was done by (Rankin et al., n.d.), who used Ever Quest 2 as a
testing medium. He assessed the vocabulary acquisition of four participants ranging
from high-level beginner to advanced by documenting each student and introducing
interactions with NPCs, and then calculating the number of word frequencies for each
vocabulary used by NPCs. They evaluated student learning outcomes by comparing
the comprehension of vocabulary used once in the conversation and vocabulary used
more than five times in the NPC dialog. He observed that the advanced ESL student
was confident in their ability, resulting in six more chat messages than the high level
beginner, who produced an average of three chat messages per session, indicating a
positive perception of their ability.
(Wang & Han, 2021) investigated the effect of a popular digital game in China
called "Liulishuo" on English language learners by testing them and measuring
complexity, accuracy, and fluency before and after the test. According to their
findings, the digital game application increased the number of words used by
student in clauses as well as the number of meaningful words among the learners
tested. In (Hashim et al., 2019) conducted their own study using online language
FAKULTAS KEGURUAN DAN ILMU PENDIDIKAN
UNIVERSITAS ISLAM NUSANTARA
Jl. Soekarno-Hatta No. 530 Bandung 40286
This study seeks to determine the effects that ELL students experience when
playing digital games. (Garris et al., 2002) proposed a general model for the game
input-process-outcome framework. This model emphasizes repeated play, which
includes multiple rounds of assessment, behavior, and feedback.
D. Method
This research used a qualitative methodology. According to (Flick, 2010),
qualitative research claims to describe life 'from the inside out', through the eyes of
those who participate. It aims to improve our understanding of social reality by
FAKULTAS KEGURUAN DAN ILMU PENDIDIKAN
UNIVERSITAS ISLAM NUSANTARA
Jl. Soekarno-Hatta No. 530 Bandung 40286
focusing on processes, meaning patterns, and structural features. In this study, the
author employs a narrative approach to collect and analyze stories about the effects of
online games and encountering unfamiliar words on word acquisition.
- Participant.
The participants are ten high school students. The participants will be
chosen based on their age, English proficiency, and answers to verbal
questions about their video game experiences. The students are between 11
and 12 years old.
- Data Collection
Face-to-face interview: eight questions were used to find out
participants' interest in games
(Question 1), their experience when playing digital games
(Question 2) What emotions and effects are obtained in playing digital games
(Question 3) the difficulty level of the game vocabulary for participants
(Question 4) whether the vocabulary acquired increased
(Question 5) the number of familiar and unfamiliar words
(Question 6) how to deal with unfamiliar words
(Question 7) If there is no way to deal with unfamiliar words
(Question 8) Whether digital games should be an alternative teaching material.
Survey: Using Online forms are a modern and efficient way to conduct
surveys. This survey is about some games that people have played and their
experiences with them, as well as the vocabulary they have acquired, ranging
from the benefits of playing digital games to changes in vocabulary. Until they
discover unfamiliar words, they will gain insights into their preferences,
opinions, choices, and feedback on this topic.
- Data Analysis
This study uses two types of data analysis: thematic analysis and
narrative analysis. This is in line the study's data collection methods, which
are primarily interviews and surveys. The data will be analyzed in accordance
with the related thematic definitions. It usually refers to a collection of texts,
such as an interview or transcripts. Then, narrative analysis focuses on
interpreting participants' experiences and motivations through the stories they
tell.
E. Expected Outcome
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3 Determining the theoretical and conceptual framework and method approach used
Note: Task 1 is Wednesday and Task 2 is Friday.
References
Alemi, M. (2010). Educational Games as a Vehicle to Teaching Vocabulary.
Garris, R., Ahlers, R., & Driskell, J. E. (2002). Games, Motivation, and Learning: A Research
https://doi.org/10.1177/1046878102238607
Hashim, H., Rafiqah M. Rafiq, K., & Md. Yunus, M. (2019). Improving ESL Learners’
https://doi.org/10.24093/awej/call5.4
Patel, P., Torppa, M., Aro, M., Richardson, U., & Lyytinen, H. (2022). Assessing the
effectiveness of a game‐based phonics intervention for first and second grade English
Rankin, Y., Gold, R., & Gooch, B. (n.d.). 3D Role-Playing Games as Language Learning
Tools.
Smith, G. G., Li, M., Drobisz, J., Park, H.-R., Kim, D., & Smith, S. D. (2013). Play games or
Wang, Z., & Han, F. (2021). Developing English language learners’ oral production with a
https://doi.org/10.1371/journal.pone.0232671