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GAMES AS WARMING-UP ACTIVITIES IN YOUNG
LEARNERS’ CLASSROOMS AT AN ENGLISH COURSE
(A Descriptive Study at an English course in Bandung)
A Research Paper
Submitted in partial fulfillment of the requirements for Sarjana Pendidikan degree
By
Noviani Aisyatin 0606368
DEPARTMENT OF ENGLISH EDUCATION
FACULTY OF LANGUAGE AND ARTS EDUCATION
INDONESIA UNIVERSITY OF EDUCATION
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GAMES AS WARMING-UP ACTIVITIES
IN YOUNG LEARNERS’ CLASSROOMS
AT AN ENGLISH COURSE
Oleh Noviani Aisyatin
Sebuah skripsi yang diajukan untuk memenuhi salah satu syarat memperoleh gelar Sarjana pada Fakultas Pendidikan Bahasa dan Seni
© Noviani Aisyatin 2013 Universitas Pendidikan Indonesia
Agustus 2013
Hak Cipta dilindungi undang-undang.
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PAGE OF APPROVAL
GAMES AS WARMING-UP ACTIVITIES IN YOUNG
LEARNERS’ CLASSROOMS AT AN ENGLISH COURSE
(A Descriptive Study at an English course in Bandung)
by:
NOVIANI AISYATIN
0606368
Approved by:
Main Supervisor,
Prof.Dr. Fuad Abdul Hamied, M. A., Ph.D NIP. 195008211974121001
Co-Supervisor,
Riesky, S.Pd., M.Ed. 19810525202005011002
The Head of English Department Faculty of Language and Arts Education
Indonesia University of Education
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ABSTRACT
This paper is entitled Games as Warming-Up Activities in Young
Learners’ Classrooms at An English Course. The purpose of this research are: (1) to investigate types of games used by a teacher as warming-up activities in young learners’ classrooms; (2) to find out the advantages of games used by a teacher as warming-up activities in young learners’ classrooms; and (3) to find out the difficulties encountered by teacher during the implementation of games as warming-up activities in young learners’ classrooms.
Data were collected by using observation and interview. This study involved young learner teacher of an English course and her students. The result showed that the teacher applied some types of games proposed by Hadfield (2001) and Evans (1979) as warming-up activities. The advantages of games covered affective, cognitive, class dynamics, and adaptability categories. However, the teacher found it difficult to design appropriate game for the students, giving clear instruction, managing time, grouping the students, and simplifying the instruction.
According to the findings, it is recommended that English teachers apply games as warming-up activities in young learners’ classrooms since games are fun for children and help both students and teachers in teaching learning process.
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LIST OF CONTENTS
1.4 Significance of the Research ………. 5
1.5 Research Method ……….. 6
1.5.1 Research Design ………. . 6
1.5.2 Participants ………... 7
1.5.3 Data Collection ………. 7
1.5.4 Data Analysis ... 8
1.6 Clarification of Terms ………. 8
CHAPTER II THEORETICAL FOUNDATION 2.1 Games in Language Teaching ……… 9
2.2 Warming-up Activities in Language Teaching ... 16
2.3 The Nature of Teaching English for Young Learners... 17
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2.5 Related Theories of Games Usage in Language Teaching ………… 20
CHAPTER III RESEARCH METHODOLOGY 3.1 Statement of The Problem ……… 25
3.2 Research Design ……… 25
3.3 Site and Participant ……… 26
3.4 Data Collection ……… 27
3.4 Data Analysis ………... 28
CHAPTER IV FINDINGS AND DISCUSSIONS 4.1 The Types of Games Used by the Teacher as Warming-up Activities … 30 4.2 The Advantages of Using Games as Warming up Activities in Young Learners’ Classroom ...……… 35
4.3 The Difficulties Encountered by the Teacher in Implementing Games as Warming-up Activities in Young Learners’ Classroom… 40 CHAPTER V CONCLUSIONS AND SUGGESTIONS 5.1 Conclusions ……….. 43
5.2 Suggestions ……….. 44 BIBLIOGRAPHY ...
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LIST OF TABLES
Table 2.1 Advantages of games……… 13
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LIST OF APPENDICES
Appendix A: Observation and Interview Transcripts
Appendix B: Observation Sheets
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CHAPTER I
INTRODUCTION
1.1.
BackgroundEnglish is considered as a foreign language in Indonesia. Indonesian
learners have studied English formally since elementary school until
college. Nowadays, English courses have been widespread in Indonesia to
fulfil the need of English language learning informally. Some courses offer
to teach English in a rigid way, but some others offer to teach English in a
fun way. These courses usually have different teaching objectives and
teaching procedures that affect the way of language teaching.
The age of learners is a major factor in making a decision about the
way of teaching. Harmer (2007) claimed that people of different ages have
different needs, competencies, and cognitive skills. We expect children to
enjoy the learning process through play. As stated by Paul (2003), a child
who encounters a new English word, expression, or pattern through games
is far motivated to learn and to internalize the new English word, expression
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Children, as young language learners, must make efforts to
understand the new language, while teachers have to teach the language
without making learners got stressful. As stated by Wright, Betteridge, and
Buckby (2006), language is a hard work. An effort is required to understand,
to adapt, and to use the new language in conversation and in writing
composition. The effort should be maintained at every moment and over a
long period of time. In line with this condition, games are needed to help
and encourage learners to sustain their interest and work. Games also help
teachers to create contexts in which the language is useful and meaningful.
It is also supported by Paul’s (2003) statement that games are not simply for
practicing language targets. He also added that the most effective learning
can be achieved through games.
According to Paul (2003), games are one of the best ways to make
children feel deeply involved in the lesson. It is also suitable with one of the
characteristics of young learners provided by Scott and Ytreberg (2004),
that young children love to play and learn best when they are having fun
through the play. Children will be engaged in doing something that makes
them enjoyed.
The use of games in teaching process is important to achieve an
effective learning. The teaching process usually consists of several phases.
Sheils (1988, as cited in Errey’s articles (2012) in TEFL Boot camp articles
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framework. In the three-phase framework, the teaching process is divided
into three phases named pre-activity, whilst activity, and post activity.
Sheils (1988) explains that the pre-activity is the first phase of
teaching in which the teacher can build a learning environment to raise up
the interest of learners in the lesson, to activate the prior knowledge of
learners and to prepare learners for the language that can be necessary to
perform the main task. The next phase is whilst activity which is the main
phase of delivering teaching materials. In this phase the teacher can engage
learners in the main tasks including oral or written tasks. The last phase is
post-activity. This phase includes the reflection of the ideas and language
produced during the main activity and language drill.
Learners usually try to judge the first impression of the lesson in the
pre-activity phase. They will be engaged in the lesson when the teacher can
raise up their interest. The teacher can use games to engage learners to the
lesson. It is related to the characteristics of games itself as proposed by
Evans (1979), that games are entertaining and exciting for learners by the
competition and suspense of the outcome and the winner of the game.
Games may be designed to activate prior knowledge and to prepare
language needed in the main task.
According to Wright, Betteridge, and Buckby (2006), games have
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context in which learners should take part to understand what others say or
write and also force learners to express their point of view or give
information. In this case, games give a chance for learners to experience the
language rather than to study the language. The other advantage of using
games is that they provide repeated occurrence and use of particular
language form. In other words, games provide meaningful drills that allow
learners to have better absorbency in receiving the lesson. It is because
meaningful drills give opportunity to the learners to involve the emotion and
the meaning of the language. In line with the importance of learners’
comfortable feeling to each other and also to improve their self-confidence
which can make them focus on the language lesson, Wright, Betteridge, and
Buckby (2006) claim that games are considered as a way of warming people
and help them to focus their minds to the lesson.
The issue above gives a stimulus to the researcher to do a study
related to games usage as warming-up activities in young learners’
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1.2.
Research Questions
The research is focused on the following questions.
1. What types of games are used by the teacher as warming-up activities in
young learners’ classrooms?
2. What are the advantages of implementing those games as warming up
activities in young learners’ classroom?
3. What are the difficulties of implementing those games as warming up
activities in young learners’ classrooms?
1.3.
Purposes of the ResearchThe purposes of the research are to investigate the types of games
used by teacher as warming-up activities in young learners’ classroom. In
addition, the research is conducted to find out the advantages of and
difficulties in implementing the games as warming-up activities in young
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1.4.
Significance of the Research
Educational practitioner such as teachers, students, and other
researcher hopefully can get some good impacts of the research. For the
teachers, this research may give them more information about the use of
games in learning process and the advantages of the games. Meanwhile,
students may have a better way to understand the material through games. In
addition, for other researcher, this research may support better research in
natural settings, attempting to making sense of, or to interpret phenomena in
terms of the meanings people bring to them.
The case study method was chosen because the research explored an
issue through one case in a bounded system. According to Creswell (2007),
case study research is a qualitative approach in which the investigator
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collection involving multiple sources of information and reports a case
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1.5.2. Participants
The participant involved in the research was a teacher of an
English Course in Bandung. The selection of the participant was based
on the claim of a teacher that uses some types of games in her teaching
as warming up activities.
1.5.3. Data Collection
Classroom observation and interview are the research
instruments employed to collect the data. Classroom observation was
used to get a brief description of the kinds of games occurred in
warming-up activities stage of language learning. Observation was
recorded in a form of video and observational notes. Observation video
was transcript and coded according to the kind of games occurred.
Observational notes were compiled to support the data gained from
observation video. The instruments were used to answer the first
research question.
The second instrument is interview. Interview was used to get
information from the teacher to find out advantages and difficulties that
were faced by the teacher. This instrument was done to complete the
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1.5.4. Data Analysis
After collecting the data from observation and interview, those
data were analyzed in three steps. The data were analyzed in some
analytic cycles consist of (1) identification, (2) categorization, and (3)
interpretation.
1.6. Clarification of Terms
To avoid unnecessary misunderstanding, there are some terms in this
paper which are clarified as follows:
a. Game is an entertaining and competitive activity involving skill,
chance and endurance governed by a set of rules.
b. Warming-up activities are opening activities in pre-activity phase to
warm up classroom situation
c. Teaching procedure is a set of teaching phases.
d. Young Learners refers to learners at age 6 – 12 (first to six graders of
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CHAPTER III
RESEARCH METHODOLOGY
This chapter presents the methodology of this research. It contains four
sub-chapters, namely (1) statement of the problem, (2) research design, (3) site
and participants of the research, (4) data collection techniques, (5) data analysis.
3.1
Statement of the Problem
There are three issues that were investigated in this research, namely (1)
the types of games used by a teacher as warming-up activities in young learners’
classrooms, (2) the advantages of those games, and (3) the difficulties of the
implementation of those games as warming up activities in young learners’
classroom.
3.2
Research Design
Qualitative approach was used because it allowed the researcher to study
about games in a natural setting and interpret its advantages and difficulties.
Qualitative method placed the researcher as an observer of the teaching process in
the research. Furthermore, this research explored the activities in a classroom
without interfering the teaching process. In line with this, Creswell (2007) stated
that the natural setting in collecting data is one of the characteristics of qualitative
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Case-study was selected as the research design because as Creswell (2007)
said, the case-study research is a qualitative approach in which the observer
explores the bounded system over time. This research investigated the advantages
and the difficulties of games in a bounded teaching procedure. This research also
involved multiple sources of information such as observation and interview and
reported the result in a case description.
3.3
Site and Participant
An English course in Bandung was chosen to be the site of this research
based on the researcher’s pilot observation. Through the pilot observation, the
researcher found out that the standard operational procedure (SOP) of the English
course cited games as warming up activities in the beginning of the lesson.
The participant was a female teacher who teaches 7-8 students in the level
Junior 3. The reason of the selection of the participant is that the teacher cited
games as warming up activities in her lesson plan. She is a new teacher in the
English course. She has been trained in this English course for three months
before the management of the course gave her the real class. The students of
Junior 3 who were taught by her were chosen because the students in this level are
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3.4
Data Collection
Classroom observation and interview were used as instruments to collect
the data. The explanation of each instrument is as follows:
Classroom observation was conducted to investigate (1) the types of games
that were used by the teacher as warming-up activities in young learners’
classrooms; and (2) the advantages of implementing those games as warming up
activities in young learners’ classroom. The observation was conducted five times
(5th October 2012, 12th October 2012, 24th October 2012, 26th October 2012 and
31st October 2012).
Observation sheets were used during classroom observation. The
observation sheets were designed based on observation protocol by Creswell
(2007). In the observation sheets there were two columns namely descriptive
notes and reflective notes. The descriptive note was used to record some aspects,
such as portraits of the informant, the physical setting, particular events and
activities. The reflective note was used to record the reaction of the observer.
Besides the observation sheets, videos also used to get deeper information about
the types of games that were used by the teacher as warming-up activities in
young learners’ classrooms, and the advantages of implementing those games as
warming up activities in young learners’ classroom. Moreover, videos were also
used to support observation sheets. Furthermore, the videos were transcribed by
using classroom discourse analysis tool. The researcher labeled student’s
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The second instrument is interview. The interview was conducted to get
more information about the advantages and the difficulties of the implementation
of games as warming up activities according to the teacher perception. Through
the interview, the researcher can ask directly to the participant to tell the process
before and after she implemented the games. The questions in the interview were
not designed in a rigid way. It was also stated by Alwasilah (2002), that the
researcher can explain or paraphrase the questions if the respondents cannot
understand the questions.
After the data that were gained by conducting classroom observation, the
results were transcribed and then categorized into types of games based on
Hadfield’s (2001) theory and Evan’s (1979) theory. Besides the data from
classroom observation, the data from interview were also transcribed and
interpreted to answer the research question about the difficulties of implementing
games as warming up activities.
3.5
Data Analysis
Data analysis in qualitative research should be a simultaneous process and
were begun when the observation started. After collecting data from observation
and interview, those data were analyzed in three steps, namely (1) identification,
(2) categorization, and (3) interpretation.
The data gained from observation sheets and observation videos were
identified by identifying the characteristics of games that were used by the teacher
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were used by the teacher were categorized based on Hadfield’s theory and Evans’
theory. In Hadfield’s theory, games were categorized into competitive game and
cooperative game. Besides categorizes the games into competitive and
cooperative games, Hadfield also categorizes those games into linguistic game
and communicative game. Furthermore, in Evans’ theory the games were
categorized into skill-practiced game, role play game, and simulation game. After
categorization process, the data were interpreted to answer the research questions
about the types of games that were used by the teacher as warming-up activities in
young learners’ classrooms, and the advantages of implementing those games as
warming up activities in young learners’ classroom.
Besides the data from classroom observation, the data from interview were
gained. The gained data were recorded by using voice recorder. To analyze the
data, the researcher transcribed the interview both from teacher and student. Then,
the transcribed data were interpreted to answer the research questions about the
advantages and difficulties of implementing games as warming up activities.
Furthermore, the data were linked to proper literature.
The result of analysis data both from observation and interview will be
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CHAPTER V
CONCLUSIONS AND SUGGESTIONS
This chapter presents the conclusions and suggestions of the research. The
conclusions are based on the result of the research presented in chapter IV.
5.1 Conclusions
The purposes of the research are to investigate the types of games
implemented by the teacher, to find out the advantages of the implementation of
the games, and to reveal the difficulties encountered by the teacher when she
implemented the games.
The result of data collection and analysis shows that games were
implemented as warming-up activities in young learners’ classroom. The
competitive games can warm-up the situation effectively before the teacher starts
the main material. Meanwhile, the cooperative games can build class cohesion
efficiently. The teacher also implemented linguistic games and communicative
games. Since they can improve students’ ability related to linguistic accuracy and
communicative function.
From the research, it was also found that games as warming up activities
have advantages related to affective, cognitive, class dynamic, and adaptability
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However, there were some difficulties encountered by the teacher. The
teacher seemed to have difficulties to design an appropriate game for the students,
to give clear instruction, to manage the time, to group the students, to simplify the
instruction, and also to improve students’ interest in the game when the students
feel tired.
5.2 Suggestions
There are three suggestions directed to English teachers who often use
games as warming up activities, English teachers in general, and for those who are
interested in conducting similar research.
The first suggestion is for English teachers who often use games as
warming up activities. First, the teacher should be more creative to design
appropriate game for the students, Second, the teacher should avoid unclear
instruction about the rules of the game and simplify the instruction. Moreover, the
teacher should manage the time effectively.
The second suggestion is for English teachers in general. It is suggested
that they apply games as warming up activities in young learners’ classroom since
games are fun for children. Games have been implemented in many teaching
learning processes but most of the time the game is not integrated with the whole
teaching learning process.
And the last suggestion is for those who are interested in conducting
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schools by using other methods, i.e. experimental method where the reseacher
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