DESIGNING A SET OF CARD GAMES
TO HELP YOUNG EFL LEARNERS PRACTISE
THE SIMPLE PRESENT TENSE PATTERNS
A THESIS
Presented as Partial Fulfillment of the Requirements to Obtain the Sarjana Pendidikan Degree
in English Language Education
By
Agatha Uni Asmarani Student Number: 021214001
ENGLISH LANGUAGE EDUCATION STUDY PROGRAM DEPARTMENT OF LANGUAGE AND ARTS EDUCATION FACULTY OF TEACHERS TRAINING AND EDUCATION
SANATA DHARMA UNIVERSITY YOGYAKARTA
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Life is learning to be better and better.
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STATEMENT OF WORK’S ORIGINALITY
I honestly declare that this thesis which I wrote does not contain the works or part
of the works of other people, except those cited in the quotations and
bibliography, as a scientific paper should.
Yogyakarta, January 23, 2007
The writer
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ABSTRACT
Asmarani, Agatha Uni. 2007. Designing a Set of Card Games to Help Young EFL Learners Practise the Simple Present Tense Patterns. Yogyakarta: Sanata Dharma University.
This thesis was conducted to design a set of card games to help practise the simple present tense patterns for private students who are 9-12 years old. In order to help the students to be familiarized with simple present tense patterns, card games were chosen because they avoid students’ boredom and promote a fun situation in which learners are able to study well.
There are two problems in this study. They are: 1). how is a set of card games to help young EFL learners practise the simple present tense patterns designed? 2). What does the designed set of card games look like? In order to answer these two problems, the type of study conducted was research and development.
The answer to the first problem was by applying Kemp’s instructional design model, combined with Bell and Wiecket steps in constructing game. The instructional design model consisted of eight steps. The steps were: considering the goal, finding the important characteristics of the learners, formulating the objective, listing the subject content to support objective, determining the students’ background of the subject, determining teaching and learning activity, designing the facilities or learning aids to support the objective achievement, and evaluating and revising any phases of the plan that need improvement. The Bell and Wiecket steps was done in step 7. The answer to the second problem was the presentation of the designed set of card games presented in appendix 4, 5 and 6.
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ABSTRAK
Asmarani, Agatha Uni. 2007. Designing a Set of Card Games to Help Young EFL Learners Practise the Simple Present Tense Patterns. Yogyakarta: Sanata Dharma University.
Tujuan pembuatan skripsi ini adalah untuk mendesain satu set permainan kartu untuk membantu berlatih pola simple present tense bagi siswa privat CEC yang berusia 9-12 tahun. Untuk membuat mereka terbiasa dengan pola simple present tense, permainan kartu dipilih karena permainan tersebut mencegah kebosanan siswa dan mendukung terciptanya suasana menyenangkan sehingga siswa dapat belajar dengan baik.
Ada dua pertanyaan di dalam studi ini, yaitu: 1) Bagaimana membuat satu set permainan kartu untuk membantu anak-anak berlatih penggunaaan pola simple present tense? 2) Bagaimana penampilan set permainan kartu tersebut? Untuk menjawab 2 pertanyaan tersebut, jenis studi yang digunakan adalah penelitian dan pengembangan.
Jawaban untuk pertanyaan pertama adalah dengan menggunakan model desain instruksional Kemp yang dikombinasikan dengan langkah-langkah membuat permainan menurut Bell and Wiecket. Model instruksional tersebut terdiri dari delapan langkah. Langkah-langkah tersebut adalah mempertimbangkan tujuan umum, menemukan karakteristik utama siswa, menyusun tujuan khusus, mendaftar isi bahasan untuk mendukung tercapainya tujuan, menentukan latar belakang siswa dalam materi, menentukan kegiatan belajar mengajar, mendesain fasilitas dan alat bantu untuk mendukung tercapainya tujuan, dan mengevaluasi serta memperbaiki bagian yang memerlukan perubahan. Langkah-lamngkah membuat permainan menurut Bell and Wiecket dijalankan pada langkah ke tujuh. Jawaban pertanyaan dua adalah penampilan set permainan kartu yang terdapat di lampiran 4, 5 dan 6.
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ACKNOWLEDGEMENTS
I would like to thank God for always being my best friend in every
situation (I haven’t found another word to express how I love You). I dedicated
this work for You.
I am thankful to my sponsor, Drs. F.X. Mukarto, M.S., Ph.D., for his patie nce and kindness in guiding me.
I am also thankful to my father Tarsisius Sunarto, my mother Hilaria Warsiari, my sister Ami, my beloved brother Ino, who always supported me to finish this thesis. My special thanks go to Pakde Sito for his support and motivation.
I thank all people in CEC Klaten, Cie Lan, Cie Wen for giving me time
and chance to learn more. I thank Cie Endang, Bu Kris, Mbak Retno and all the
teachers: Mbak Widi, Mbak Yani, Mbak Lia, Mbak Ida, Dek Yadi, Pak Eko, Bu Eri, Ko Adi for their support to finish my thesis. I thank all my lovely
students for their coope ration and support.
I also thank all PBI friends, especially: Selly, Shinta (and her boyfriend), Binta, Seto, Dianing, Santi, Anissa, Tina, Sarie, Grahana, Hastri, Nath, Adesti, Cecil, Mbak Rini. My thanks also go to my cousin Deta, my friends,
Jupiks, Mbak Tures, Edo, Eko, Bayu and all my angels , whose names cannot be mentioned one by one, for their support and friendship.
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TABLE OF CONTENTS
Page
TITLE PAGE... i
PAGE OF APPROVAL ... ii
PAGE OF BOARD OF EXAMINERS ... iii
PAGE OF DEDICATION ... iv
STATEMENT OF WORK’S ORIGINALITY ... v
ABSTRACT ... vi
ABSTRAK ... vii
ACKNOWLEDGEMENTS ... viii
TABLE OF CONTENTS ... ix
LIST OF FIGURE ... xiii
LIST OF TABLE ... xiv
CHAPTER 1: INTRODUCTION 1.1 Background of the Study ... 1
1.2 Problem Identification ... 3
1.3 Problem Limitation ... 3
1.4 Problem Formulation ... 4
1.5 Objective of the Study ... 4
1.6 Benefits of the Study ... 4
1.7 Definition of Terms ... 5
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Page
2.1.1 Teaching Grammar for EFL Learners ... 6
2.1.1.1 Definitions of Grammar ... 6
2.1.1.2 The Role of Grammar in Language Teaching ... 6
2.1.1.3 Problem in Teaching Grammar for EFL in Indonesia ... 7
2.1.1.4 Technique in Teaching Grammar for EFL Learners ... 7
2.1.2 Games ... 9
2.1.2.1 Definitions and Characteristics of Games ... 10
2.1.2.2 The Rationale of Using Card Games ... 10
2.1.2.3 Constructing Games ... 11
2.1.2.4 Several Things to Consider in Constructing Card Games ... 14
2.1.3 The Characteristics of the Students of Elementary School and the Implications ... 15
2.1.3.1 Children Development ... 15
2.1.3.2 The Implications in Teaching English ... 16
2.1.4 CEC Private Class and the Syllabus for Teaching Simple Present Tense ... 17
2.1.5 Instructional Design ... 18
2.2 Theoretical Framework ... 19
CHAPTER 3: METHODOLOGY 3.1Methodology ... 23
3.2. Study Subjects and Respondents ... 24
3.2.1 Subjects ... 24
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Page
3.3 Instruments of the Study ... 24
3.4 Data Gathering ... 25
3.5 Data Analysis ... 25
3.6 Research Procedures ... 25
CHAPTER 4: THE DESIGNED SET OF CARD GAMES 4.1 How to Design a Set of Card Games ... 26
4.1.1 Basic Theories ... 26
4.1.2 The Steps Taken to Construct the Set of Card Games ... 27
4.2 The Designed Set of Card Games ... 27
4.2.1 The Original Designed Set of Card Games ... 33
4.2.2 Suggestion for Improvement ... 36
4.2.3 The Final Designed Set of Card Games ... 37
CHAPTER 5: CONCLUSIONS AND SUGGESTIONS 5.1Conclusions ... 39
5.2Suggestions ... 40
BIBLIOGRAPHY ... 42
APPENDICES ... 44
APPENDIX 1: Letter of Permission ... 44
APPENDIX 2: CEC Syllabus for Teaching Simple Present Tense .... 45
APPENDIX 3: Lesson Plan ... 51
APPENDIX 4: Kinds of Games and Rules ... 61
APPENDIX 5: The Card Specifications ... 71
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xiii
LIST OF FIGURE
Page
xiv
LIST OF TABLE
Page
1
CHAPTER 1 INTRODUCTION
1.1 Background
No one can deny English as the most acceptable language among other
international languages. Moreover, when globalization takes place, the use of
English in communication is increasing. This fact results in the need to master
English for everyone. Mastering English becomes a skill to live. If a person has
the skill, he/she becomes more empowered to have more chance to work or
manage a business or in other words, earn money and thus support a better living.
In mastering English, people should learn all aspects of the language, such
as vocabulary, grammar, and pronunciation. Grammar is one of the essential
aspects in learning English. The importance of learning grammar is supported by
Antony (as cited by Setyawati, 2002, p. 2) with his statement:
Language is organized according to rules. If we do not know the rules, we can not communicate. Without them, speech is no more than sound: writing is no more than hieroglyphics. There is clearly a different between: ‘The dog bit the man’ and ‘The man bit the dog’. In order to be sure who of the two cried in pain, it is necessary to know the rule of English concerned with those who act and those acted upon (Antony, 1988, p. 127).
English, as every language does, has its own characteristics that are
different from the other languages. The characteristics of English grammar is also
quite different from Indonesian. One example is that English has tenses whether
Indonesian does not have. Therefore, Indonesian learners find some difficulties in
mastering English as their foreign language. Allen (1974, p. vii), argued that the
students, and the difficulties they found are similar in all parts of the worlds.
In learning English grammar, one should learn tenses whether they want it
or not. Tense is one element of grammar that should be mastered by the language
learners if they want to speak good English. Pramono (2005, p. 23) stated that
tense is the change of verb’s f orm influenced by time (past, present, future). There
is no change of verb's form influenced by time in Indonesian. This difference
makes the EFL learners have problem in mastering tenses.
The first tense to master is Simple Present Tense. In the process of
mastering Simple Present Tense, the learners often have difficulties in using the
pattern. They often produce sentences which are grammatically wrong, for
examples:
• I am go to school everyday.
• He go to school everyday.
• They not sleep at 9 pm everyday.
Although it is difficult, the grammar problem can be solved if the learners
do a lot of excercises in grammar.
“All students want to speak, write and read the normal accepted English of today. This can only be achieved by constant practice of exixting forms, with some rational explanation of the grammatical devices employed, wherever this is possible.” (Allen, 1974, p.vii)
Therefore, to make their students mastered English, every English teacher
in either school or non school attempts to keep his/her students practising
grammar. They do alot of activities from singing songs to playing games which
are related to grammar they are practising. They do a lot of variations in practising
1.2 Problem Identification
As time goes by, many people become aware of the needs of mastering
English in facing globalization era. In elementary school, English is added to the
curriculum as a local content and is taught for the students in the fourth grade and
above (Subhan, 2003, p.6). No wonder if now children in the fourth up to sixth
grade have joined non-school english course to access more extensive English
training than in school. Their parents want to prepare their children to face
globalization era as early as possible.
As other language learners in beginner level, the children also have
difficulties in learning grammar, especially tenses. The teacher should have them
familiarized with the patterns by keep practising. But it is not so easy to keep the
children practising because in the stage of their cognitive development, they often
become bored with oral and written exercises.
One way to keep students practising without getting bored is by using
games. The game will make the learning situation becomes fun, and thus support
children to a better learning process and result. There are many kinds of games in
language teaching, in this study card game is chosen because the use of cards
enables a lot of variations which will avoid boredom.
1.3Problem Limitation
There are many kinds of games that may support teaching learning
process. This study focused on designing a set of card game to help students
the learners.
1.4Problem Formulation
In accordanc e with the background and problem limitation. There are two
problems in this study. They are formulated as follows:
1. How is a set of card games to help young EFL learners practise the simple
present tense patterns designed?
2. What does the designed set of car d games look like?
1.5 Objectives
The objectives of the study were:
1. To find out how to design a set of card games to help young EFL learners
practise the simple present tense patterns.
2. To present the designed set of card games to help young EFL learners practise
the simple present tense patterns.
1.6 Benefits of the study
This study is expected to be beneficial for:
1. English teacher s, including the designer, to help teach the use of simple
present tense patterns.
2. Learners, to help them practise and then master the simple present tense
patterns, therefore they will be able to use them correctly.
3. Other researchers, to be a reference for other further studies about games in
learning aid to teach students.
1.7 Definition of Terms
1. A set of Card Games
Card game is any set of game played using playing cards (Microsoft
Encarta Library, 2004).
2. Young EFL Learners
What is meant by young EFL learners in this study are those who study
English as a Foreign Languge in young age, specially 9-12 years old.
3. CEC
Located in Klaten, Columbia English Course is an English course
established in 1978. The students are from various ages and they may choose to
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CHAPTER 2
REVIEW OF RELATED LITERATURE
2.1 Theoretical Description
In this chapter some theoretical backgrounds are explained. The
background are theories related to teaching grammar for EFL learners, games,
characteristics of elementary school students, a description on CEC private class
and instructional design.
2.1.1 Teaching Grammar for EFL learners
Since this study focused on using games to help grammar teaching, a
discussion on teaching grammar is needed. This section is divided into four
subsections. The first subsection presents the definition of English grammar. This
is presented in order to avoid misinterpretation of what ’grammar’ means. The
second is about the role of grammar in language learning. The third is about
problems in teaching grammar for EFL learners and the last is about technique in
teaching grammar.
2.1.1.1 Definitions of Grammar
Grammar is the rules by which words change their forms and are
combined into sentences (Longman Dictionary Contemporary English, 2001). It may also mean the system of language, the underlying regularities obeyed by the
speakers of the language of a series of statements describing this underlying
structure. In this study, grammar is understood as the use of language pattern in
correctly and appropriately.
2.1.1.2 The Role of Grammar in Language Teaching
Antony as cited by Setyawati (2002, p. 2) stated that language is organized
according to rules. If we do not know the rules, thus we can not communicate.
Without them (rules), speech is no more than sound, writing is no more than hieroglyphics. There is clearly a different between: The dog bit the man and the man bit the dog.” In order to be sure who of the two cried in pain, it is necessary to know the rule of English concerned with those who act and those acted upon (Antony, 1988, p. 127).
Krasher (as cited by Hapsari, 2002, p.20) argues that grammar has two
possible roles in second language learning. First, it is used as a monitor and
second as a subject matter. As a monitor, grammar is used to correct the learners’
mistake before they compose a sentence in writing or speaking. Meanwhile, some
learners think about grammar first. However those who have acquired a language
will communicate without thinking about the rules of language. Thinking about
grammar as a monitor only helps the learners in language learning, whereas in
language acquisition, grammar does not help the acquirer. In contrast it disturbs
the fluency of acquirer speech.
As a subject matter, grammar is learned as the knowledge of language.
The teacher teaches the rules, forms, patterns, and arrangements of words or
phrases in sentence consciously, in order that the students comprehend the
language.
2.1.1.3 Problems in Teaching Grammar for EFL learners in Indonesia
In learning English as a foreign language, grammar may be the most
differences between English and Indonesian grammar as stated by Handi Pramono
in 30 Menit Pandai Berbahasa Inggris. The differences are on the nouns, the verbs, and the verb’s form changing influenced by time (tenses). In second
language learning, usually the system of the first language will interfere with the
system of the second language (Mackey as cited by Setyawati, 2002, p. 2). It can
be assumed that the patterns of Indonesian as the first language may interfere with
those of English.
Having not much exposure from the foreign language is also a problem for
the learners because it is difficult or them to become familiarized with the pattern
of the target language.
2.1.1.4 Technique in Teaching Grammar for EFL learners
Alip (as cited by Setyawati, 2002, p.2), states that ”Grammar teaching is
still needed since English is a foreign language and is not used in daily
communication.” There is not sufficient linguistic input for the learners to sort out
the rules of the language. Without functional teaching grammar, it is hard for the
students to have a cognitive map.
There are many ways to teach grammar or language structure for the
learners. Here is general model for introducing new language structure stated by
Jeremy Harmer (1991).
1. Lead-in Stage
This is the stage in which students may hear or see some language including
the new language. During the lead-in stage, we introduce our context and show
2. Elicitation Stage
In this stage the teachers tries to see if students are able to produce the new
language. At this stage – depending on how well the students are able to produce
the new language, the teacher can decide which of stages to go to next.
If the students can’t produce the new language at all, for example we will move to the explanation stage. If they can, but with minor mistakes, we may move to the accurate reproduction stage to clear up those problems (Harmer, 1991, p. 61).
3. Explanation Stage
The explanation stage is the stage in which the teacher may give a listening
drill or explain something in the students’ own language.
4. Accurate Reproduction Stage
The students are asked to speak and practise a certain pattern in accurate
reproduction stage. This stage emphasizes the accuracy of what the students say
rather than meaning. Here the teacher makes sure whether the students can
perform the language grammatically correct.
5. Immediate Creativity Stage
When the teacher is sure that the students have already mastered the new
language form correctly, they may try to use what they have just learned to make
sentences of their own, not just follow the models in the book.
This study focuses on the fourth stage because the proposed game will be
designed to practise to language pattern accurately.
2.1.2 Games
rationale of using card games in language teaching, constructing card game, and
several things to consider in constructing card games. Each discussion is given in
separated parts.
2.1.2.1 Definitions and Characteristics of Games
Brown, Lewis and Harcleroad (as cited by Rojiyah, 2000, p. 13) said that
game is a structured activity with a set of rules for play in which two or more
students interact to reach clearly designated instructional objectives. They also
said that competition and chance are factors in the interaction and usually there is
a winner.
2.1.2.2 The Rationale of Using Card Games in Language Teaching
It’s necessary for us to understand the reasons of applying games as task in
teaching learning process. Some experts formulate their opinions about the rule of
games in language teaching and learning. Wright (1986), as quoted by Mansalalu
(1991, p. 7), in Teaching Conditional Sentences Trough Games on the SMU Students mentions four major advantages of using games in language learning. First, games help and encourage many students to sustain their interest and work
in learning a language. Second, games can help the teachers to create context in
which language is useful and meaningful. Third, games provide the repeated use
of the language forms or drill. Finally, games can be found to give practice in all
the skills, in all the stages of the teaching learning sequence and for many types of
communication.
Similarly, Hadfield (1999, p. 5) argues the crucial of games in language
The inclusion of games as an integral part of any language syllabus provides an opportunity for intensive language practice, offers context in which language is used meaningfully and as a mean to an end, and acts as a diagnostic tool for the teacher, high lighting areas of difficulty. Last but not least, one of the most important reasons for using games is simply that they immensely enjoyable for both teachers and students (Hadfield, 1999, p.10)
Card games in special ways have four advantages. First, as other games,
they promote fun situation. Second, as other games they help student focus their
attention. Third, the use of cards enables a lot of variations which avoid boredom.
Fourth, the variations enable students to experience a lot of patterns repetitions.
2.1.2.3 Constructing Card Games
Card game is any set of game played using playing card (Microsoft Encarta Library, 2004). In this study, card game means a game played using playing card which is intended to help practise the use of simple present tense
patterns.
Constructing games needs a process that should be done carefully and
thoughtfully since well-prepared games determine the success of the
implementation of the games in the classroom. Considering the steps taken to
construct games, Bell and Wiecket (as quoted by Rojiyah, 2000, p.15) suggest
eleven steps as follow.:
Step 1: Develop the Theme
The place to start is where the need is the greatest. In this step you
consider the syllabus to determine the need, keep in mind the relationship between
the game and real situations.
Write down some statements that clearly define the purpose and scope of
the game. For example, the purpose is to familiarize students with the use of
simple present tense pattern and the scope is to help the students practise when to
use to be or verb in a sentence in simple present tense.
Step 3: Determine the grade level
Make sure that the skills and information to be learned match the range of
abilities of the learners.
Step 4: Determine the Number of players
Take into consideration how many students meet at any one of time. Is it
necessary to construct the game for a full class, small group or the combination of
the above? This step will affect the format, the type of the materials to be used,
and procedur e.
Step 5: Determine the Format
It deals with the purpose and the needs and abilities of the student. At this
time to consider the competition involved; will the game be competitive or non
competitive? Bell and Wieckert (1985) as quoted by Setyawati (2002, p. 40)
mention three common formats. They are board game which is a graphic
representation of the process under study, allowing players to keep track of their
opponents, card game which is a game of chance in which two or more players
interact to determine the outcome and role playing which is a teaching process
involving bargaining negotiating, or other human alternatives.
Step 6: Determine the Method of Checking
Some choices are the media specialist, the teacher, an aid, the students, or if these
methods are deemed too time consuming, an answer sheet or a method of
self-checking are alternatives.
Step 7: Design and Gather the Materials
The materials should be matched the established theme and or purpose.
They should be attractive, functional, and made from durable materials. Take into
consideration what material you will need for actual game construction.
Step 8: Define the player’s roles
Describe the player’s roles and the resources available to them. Bell and
Wieckert (as cited by Rojiyah, 2000, p.15) suggest a functional description of
different types of roles. Those are individual roles in which a person commands
his or her own behaviour and reaps the rewards or consequences of that
behaviour, maintenance roles in which a player acts as a messenger, a reference
source, or an administrator, task roles in which a player must perform a specific
task to win (e.g., use an encyclopaedia, dictionary, or map).
Step 9: Decide upon the Procedure and Time
Determine how the game to be played; make the rules brief but clear. Tell
the players what to do, who will interact with whom, what the playing time will
be.
Step 10: Trial Run
Try the game in a small group first. Play the game through to see if
problem arise. If they do, make some modification and changes before the details
Step 11: Evaluation
One method of evaluation is post game discussion. It can be done by
asking the players some questions, e.g. what was learned? What difficulties were
experienced? How could they become the winner? Rinvolucri (1990:3) uses
grammar games as a central part of the students learning process and he has three
ways of using games in class as presented below.
a. Grammar games are used diagnostically before presenting a given
structure area to find out how much knowledge of the area is already
disjointedly present in the group.
b. Grammar games are used after a grammar presentation to see how much
the group has grasped.
c. Grammar games are us ed as revision of a grammar area.
2.1.2.4 Several Things to Consider in Constructing Card Game
In constructing card game, there are several things to consider since it
needs a set of cards as a media to play it. The media, as an aid to play the game,
has some requirements to fulfil. Kemp (1989) implicitly stated that the picture
used in the media should be able to convey the information. The materials should
be able to use by the intended user(s), either individually, group or both of them.
Related to the design, the colours used in the media should be satisfactory.
Related to the content, Kemp suggested the material be up to date. He also
implicitly stated that the technical problems which might occur should be able to
duplicating, distributing and storing the completed material. The materials should
be easily duplicated, distributed and stored. The budget and time spent for
creating the material should not permit a good job. The problems of facility,
equipment that may be encountered should be anticipated. The size of group in
which the game played should be anticipated, in order to there would be no
problem when the game is played by a certain group of players. The maximum
and minimum number of players should be set.
2.1.3 The Characteristics of the Students of Elementary School and The Implications
The students of Elementary School, for whom the designed materials will
be applied, are students in certain period of development. This fact became a
consideration in designing the card game to help students practising the simple
present tense patterns.
2.1. 3.1 Children Development
The development of children can be divided into four phases; those are
infancy, early childhood, middle childhood, and beyond childhood. This part will
explain the child development in the middle childhood as this study is intended to
design a set of card game for students of elementary school grade 4, 5, and 6.
1. Physical Development
Muscular growth and better coordination enable children to ride a bicycle,
run faster and for longer distances, participate in organized sports, write neatly
with a pencil, learn to sew, and acquire other skills that require greater strength,
contributes to these physical achievements, especially as brain pathways
governing sensation, action, and thinking become speedier.
Children vary in physical size, weight, and coordination. During middle
childhood, these differences can affect social and personal adjustment as children
compare their characteristics and capabilities to those of their peers.
2. Cognitive Development
It is no accident that throughout most of the world, children begin formal
education at age six or seven. The intellectual skills of middle childhood are well
suited for school. Children become capable of reasoning logically and
systematically, whether about a lunar eclipse, chess, or the motives of story
characters. Their thinking is also more fluid and flexible: A grade-schooler can
follow a line of reasoning for example, solving an equation, and, realizing that an
error has been made and they can start from the beginning again. A grasp of
logical principles helps older children readily understand science, math, and many
other subjects. They can concentrate better, and longer, than before.
Older children seem to think more quickly than younger children (and
many adults) because they know how to do so. They spontaneously monitor and
evaluate their progress and thus correct and improve their work. They are more
likely to use external aids, such as writing things down, to help them think.
Many other cognitive skills also improve. Reading and mathematical ability advances significantly, along with vocabulary and grammatical skills. Many children begin to learn a second language in middle childhood. (Microsoft Encarta, 2004)
3. Social and Cultural Development
childhood. Grade -schoolers view themselves as unique people with distinct
strengths and weaknesses in their different roles of family member, student,
team-mate, and friend.
2.1.3.2 The Implications in Teaching English
Knowing the characteristics of the students may help the teacher to teach
them in a suitable way. If the teacher teaches them in a suitable way along with
their development phase, it will effect to the learning process and result. The
process and result will be better.
2.1.4 CEC Private Class and the Syllabus for Teaching Simple Present Tense
A student who wants to study in CEC may choose the kind of classes she/
he likes. They may choose to study in a private class or large class. A private class
consists of one up to five students, and large class consists of 25 students on
average. There are eight meetings in a month. Each meeting lasts for one hour.
Different from the students in the large class, those who study in private
class have more flexible teaching and learning system. As an example, the
materials taught in private class can be decided by the students and the teachers,
while in large class the materials taught should follow the syllabus available. The
students in private class consult their goal in learning English before they start
studying, as a result, the teachers are able to design the materials based on their
need. If the students do not have any specific purposes, it means that they want to
study general English which goal is to be able to communicate in English in a
The syllabus used to teach private students is created by the teacher
considering the student's need. Since this study focuses on card games to help
young EFL learners practise simple present tense patterns, the syllabus presented
here is only syllabus for teaching simple pr esent tense. The goal of the syllabus is
that at the end of the course, the learners are able to communicate in a correct and
accurate way in simple present tense. The syllabus consists of eight meetings.
There are two main patterns to teach which are Simple Present Tense with
'to be' and Simple Present Tense with full verb. The activities are lecturing,
listening, reading, speaking, writing, doing oral and written exercises and game.
The details of the syllabus presented in appendix 1.
2.1.5 Instructional Desig n
There are many kinds of instructional design model, but according to
Knirk and Gustafon (1986: 21), most of instructional development model posse’s
five common elements. They are data collection, assessment of learner,
specification of behavioural objectives and performance test, a procedure for
selecting presentation, an implementation, evaluation, and revision produce. This
study was based on Kemp’s model.
Kemp’s Model
According to Kemp (1977, p. 8) , the instructional design plan is designed
to answer the three questions which may be considered the essential elements in
instructional technology. The questions are:
1. What must be learnt? (objectives)
levels (activities and resources)?
3. How will we know when the acquired learning has taken place? (evaluation)
Kemp offers eight elements in designing programme development. An
interdependent is found among the eight elements; therefore decisions relating to
one may affect others. Kemp pr esents a flexible process here. We can start with
whichever element we are ready to start with and to move back and forth to the
other steps. The steps are:
Step 1 : Consider the goals and list the topics, state the general purpose for
teaching each topic.
Step 2 : Identify the important characteristics of the learners for whom the
instruction is designed.
Step 3 : Specify the learning objectives to be achieved in terms of measurable
student’s behavioural outcomes.
Step 4 : List the subject content to support each objective.
Step 5 : Develop pre-assessment to determine the student’s background and
present level of knowledge about the topic.
Step 6 : Select teaching learning activities and instructional resources that will
treat the subject contents so students will accomplish the objectives.
Step 7 : Coordinate such support services as budget, personnel, facilities,
equipment and schedules to carry out the instructional plan.
Step 8 : Evaluate students’ learning in terms of their accomplishment of
objectives, with a view to revising and re-evaluating any phases of the
2.2Theoretical Framework
Having known the characteristics of the students who are in the fourth,
fifth, and sixth grade of elementary school, in which they are still in playing
world, games are regarded as the most suitable activity to practise what they have
studied in classroom. Moreover, practising the use of grammar pattern when it is
conducted by written exercises will lead the students into boredom and frustration.
By using games they will learn in enjoyable situation because games can banish
boredom and offer an enjoyable atmosphere (Lee, 1979, p. 1)
In designing a set of card games to help students practising the use of
simple present tense pattern, this study refers to the instructional model made by
Kemp’s (1977) which is flexible and suitable for conducting the English for
Elementary School.
Step 1: Considering the goal. The goal can be seen from the syllabus
available for each program.
Step 2: Finding out the data of the learners’ characteristics. Those data can
be obtained from the theory of children development.
Step 3: Listing the objectives that will support the goal after the data of the
learners’ characteristics are gathered.
Step 4 : Lis t the subject content to support each objective. The subject
content are able to be found in syllabus.
Step 5: Determining the students’ background of the subject, in this case,
Step 6: Considering students’ characteristics and knowledge about the
materials, teaching and learning activity is selected. This can be determined by
referring to the students' level.
Step 7: Managing the support service as budget, personnel, facilities and
equipment to accomplish the objectives. In this study, a set of card game is
designed considering students’ characteristics.
Step 8: Evaluating the designed set of card games to see the
accomplishment of objectives, with a possibility to revise and re-evaluate any
phases of the plan that need improvement.
Step 2:
Finding the important characteristics of the learners
Step 3:
Formulating the objective. Step 1:
Considering the goal
Step 4:
Listing the subject contents to support each objective
Step 5:
Determining the students' background of the subject, in this case, simple
Step 8:
Evaluating and revising any phases of the plan that need improvement.
Figure 2.1: Theoretical Framework
Step 7:
Designing the facilities or learning aids to support the objective achievement.
Step 6:
23
CHAPTER 3 METHODOLOGY
3.1.Methodology of the Study
As stated in Chapter 1, this study was aimed to achieve two objectives.
First, this study is focused on how to design a set of card games to help EFL
learners practising the simple present tense patterns. Second, the study was
conducted to find out what a set of card games to help young EFL learners
practising the Simple Present Tense looked like.
In achieving the objectives, this study applied educational research and
development method.
Research and Development
Research and development is a process used to develop and validate
educational products (Borgh, 1983, p. 772).
Bor gh (1983, p. 775) stated that this method has several steps to follow
which are research and information collecting, planning, develop preliminary
form of product, preliminary field testing, main product revision, main field
testing, operational product re vision, operational field testing, final product
revision, and dissemination and implementation.
As this study was aimed to design a set of card games to help young EFL
learners practise the simple present tense patterns in a course, and not in a school
or larger organization, there were only five steps followed in this study. There
product, preliminary field testing, and final product revision.
This study was conducted in Columbia Education Center Klaten because
the card games were designed to help its private students practise the simple
present tense patterns.
3.2.Study Subjects and Respondents
In this part, the subjects and respondents of the research and development
were explained.
3.2.1. Subjects
In the research and information collecting, the subjects were books
concerning to theories used as the base in designing the set of card game. Those
are the CEC syllabus for teaching simple present tense, books concerning to
theories of instructional design, books concerning to theories of learning and
teaching grammar, books concerning to games in language teaching, books
concerning to teaching English for children.
3.2.2. Respondents
In conducting preliminary field testing to collect data that can be used to
evaluate the preliminary form of card games, there were two groups of
respondents. The first group consisted of four CEC teachers. The second group
consisted of six students who studied at CEC.
3.3.Instruments of the Study
games, interview was conducted. There were two types of interviews. The first
was interview for the teachers and the second was interview for the students. The
questions asked for teachers and students were different.
3.4.Data Gathering
In order to gain data for evaluating the designed set of card games, four
CEC teachers and six students were interviewed to find out their opinion on the
designed card games.
3.5.Data Analysis
After conducting the interviews, the results were presented and
summarized in the form of table. From the results, the suggestions were collected
to revise the designed cards.
3.6.Research Procedures
In conducting the study, this study applied five steps of research and
development cycle. Those steps were:
a. research and information collecting
b. planning
c. developing preliminary form of product
d. preliminary field testing
26
CHAPTER 4
THE DESIGNED SET OF CARD GAMES
Data which were collected by the study were presented in this chapter. The
data would be used to answer problems stated in chapter 1. As there were two
problems in this study, this chapter was divided into two parts which were how to
design a set of card games to help young EFL learners practise the simple prese nt
tense patterns and the designed set of card games.
3.7.How to Design a Set of Card Games to Help Young EFL Learners Practise the Simple Present Tense Patterns
The first step of research and development was research and information
collecting. The results of the first step were presented here. The results were used
to set the steps to design the model of the proposed set of card games.
3.7.1. Basic Theories
The theories which were collected were those related to teaching grammar
for EFL learners, games, the characteristics of the students of Elementary school
and the implications, and instructional design. This study also referred to CEC
syllabus for teaching simple present tense, since this set of card game is designed
for CEC private students.
From the theories above, it could be concluded that for Indonesia learners,
grammar may be the most difficult element to be learnt among others. One reason
is that there are significant differences between English and Indonesian grammar
a lot of exercises.
“All students want to speak, write and read the normal accepted English of today. This can only be achieved by constant practice of exixting forms, with some rational explanation of the grammatical devices employed, wherever this is possible.” (Allen, 1974, p.vii)
Having known the characteristics of the students who are in the fourth,
fifth, and sixth grade of elementary school, in which they are still in playing
world, practising grammar patterns when it is conducted by written exercises.
Practising grammar by using games will help learners study in enjoyable situation,
because they can banish boredom and thus lead the students to obtain better
learning process and result.
There are many type s of games, this study referred to card games because
the use of cards enables a lot of variations in the way of playing. The variations
will avoid the students from boredom.
In designing card games to help students practise the use of simple present
tense patterns, Kemp's instructional design model was applied. The explanation of
the model was presented in the next subsection.
3.7.2. The Steps Taken to Construct the Set of Card Game s
After conducting the research to collect theories supporting the designing
set of card games to help young EFL learners practise simple present tense
patterns, the steps in constructing card games were set. The model of the designed
card games was created by following the steps.
Step 1: Considering the goal. In CEC syllabus for teaching simple present
Simple Present Tense. The basic competences were that students were able to
express general statements of facts and habitual activities using simple present
tense in a correct and accurate way and able to understand utterances in the form
of simple present tense. These were able to be achieved by various learning
activities which suit the children’s characteristics.
Step 2: Finding out the data of the learners’ characteristics. Those data
could be obtained from the theory of children development. Children
developments in middle childhood were as follows.
1. Physical Development
Brain growth contributes to these physical achievements, especially as
brain pathways, governing sensation, action and thinking become faster.
2. Cognitive Development
Children’s way of thinking develop in such way that they become capable
of reasoning logically and systematically, whether about a lunar eclipse, chess, or
the motives of story characters. A grasp of logical principles helps older children
readily understand science, math, and many other subjects. They can concentrate
better, and longer, than before. They are able to find out their mistake and
improve their work. To help them think, they are more likely to use external aids.
4. Social and Cultural Development
Related to learning activities, in this stage children see themselves as a
unique people with distinct strengths and weaknesses in their different roles of
team-mate. They may learn how to cooperate with their friends in this age.
grammars, but since they had just passed their early childhood, they needed to use
external aids to help the m understood a theory. Games with external aids were
suitable to use in this stage. The pattern repetitions which occur during the games
would help them memorize the patterns, since repetition was an activity to avoid
forgetting. Gagne as quoted by Winkel (1996, p. 456), stated that teaching and
learning system was in fact the application of information processing theory. In
processing the information to be easily memorized, teachers could find out any
interesting activities to get the students’ attention. Games also helped them to
avoid boredom, something that might distract teaching and learning activities.
Step 3: Listing the objectives that would support the goal after data of the
learners’ characteristics were gathered. The objectives were:
1. In forming a sentence in Simple Present Tense, the learners were able to
differentiate when to use a form of "to be" and when to use a form of full
verbs in expressing general statements of facts and habitual activities.
2. use the correct form of to be which is suitable with the subject 3. use the correct form of full verb which is suitable with the subject 4. make sentences in positive, negative and interrogative forms
5. translate sentences using the patterns from English into Indonesian
6. ask and answer yes /no questions using the patterns.
The objective of the design was to help the students gain a lot of exercises
in the use of Simple Present Tense Pattern in order to gain the accuracy in
grammar which would support their ability to communicate in English in a correct
Step 4: Listing the subject content to support each objective. The main
subject contents were Subject + to be + adjective, Subject + to be + prepositional
phrase, Subject + to be + noun, Subject + verb 1, and Subject + verb i-s/es.
Step 5: Determining the students’ background of the subject, in this case,
simple present tense. The learners’ background could be inferred from their level
of study. All students were studying in level beginner. It means they had never
been taught or were studying how to use simple present tense pattern with verbs
and without verbs.
Step 6: Determining the teaching and learning activity. Keeping the
students doing a lot of exercises should not get them bored, since boredom was a
distraction in teaching and learning activity. In avoiding boredom, teachers could
use game. As they were more likely to use external aids to help them think, games
with external aids were chosen. To avoid boredom, the game should have many
variations. For this reason, card games were selected because it enabled a lot of
variation in the rules and results.
Step 7: Designing the facilities or learning aids to support the objective
achievement. In this study, a set of card games were designed considering
students’ characteristics. Constructing games needed a process that should be
done carefully and thoughtfully since well-prepared games determine the success
of the implementation of the games in the classroom. Considering the steps taken
to construct games, Bell and Wiecket (1985:xix-xxii) suggested eleven steps to
follow. Those were:
The theme of the game was Simple Present Tense mastery. Based on the
theme, the set of card games was called Simple Game.
Step b: Determine the Purpose
The purpose of the games were to familiarize students with the simple
present tense patterns. The scope was to help the students practice when to use to
be or full verb in a sentence in simple present tense.
Step c: Determine the grade level
The grade levels of the students were beginner. Learners, in this level have
never studied or were studying the Simple Present Tense patterns.
Step d: Determine the Number of players
The number of players was 2-6 players. This was determined by the
maximal number of priva te students in a class, which was 6 people including one
teacher.
Step e: Determine the Format
The format of the games was card game which enabled a lot of variations
in the rules and results. These games were competitive games in which two or
more players interacted to determine the outcome.
Step e: Determine the Method of Checking
Since there was always a teacher in each class, the checking would be
done by the teacher. In three main games, the teacher would decide whether a
player got certain point or not depending on the sentence he/she had formed.
Step f: Design and Gather the Materials
purpose. There were three main games which enabled the students building a full
sentences base d on the main patterns. Besides those, five other games were
created to help them memorize the subject verb agreement and freshen classroom
situation.
Since the games were played by cards, The cards should be designed
carefully to support the games. They should be attractive, functional, and made
from durable materials. To fulfil the requirements mentioned, the cards were
designed to be attractive and functional. Each card had a colourful picture which
aimed to help the students to understand the vocabulary. Each set of cards has
different background colour to make the separation easier. The cards were made
from mild card and set to be waterproof to support the long lasting use.
As the games may be played by two to six people, the number of cards
should be able to be distributed equally to each player whenever it was played by
two to six players. The suitable amount was 60 cards for each category. The
number was determined by the smallest association unit of multiplication of 2, 3,
4, 5, and 6 (the numbe r of possible players). Since three were three categories, the
total number of the cards was 180 cards.
Step g: Define the player’s roles
The player’s role in this game was individual roles. In individual roles, a
person commanded his or her own behaviour and achieve the rewards or
consequences of that behaviour. In this game, the role of each player was to form
as many sentences as possible to reach points and to get rid of all his/her cards as
Step h: Decide upon the Procedure and Time
In determining how the game to be played, the rules were set brief but
clear, telling the players what to do. The procedure of the games could be seen in
the next subsection.
Step i: Trial Run
The trial run involved the respondents. The respondents played the cards
and after that, the preliminary field testing was conducted by interviewing the
respondents to collect opinions and suggestions to evaluate the designed set of
card games.
Step j: Evaluation
The results of the survey study were used to evaluate the original designed
material.
Step 8: Evaluating and revising any phases of the plan that need
improvement. The designed set of card game was evaluated based on the results
of the interview with a possibility to be revised.
3.8.The Designed Set of Card Game s
Supporting by the theories explained above, the set of card games were
designed.
4.2.1. The Original Designed Set of Card Game s
In developing the original designed set of card games, planning as the
second step of research and development cycle was applied. In planning the
card games which had been discussed in the previous subsection.
After planning, the third step of research and development which was
developing preliminary form of product conducted. In developing the original set
of card games, steps taken to construct card games were held. After following the
steps, the original designed set of card games was set.
There were eight games to be played one by one in eight meetings. There
were three main games named AMISARE, SIMPLE DODOES, and ALL. These
games considered as main games because they enabled the students to practise the
patterns by building full sentences.
AMISARE was aimed to help students practise the simple present tense
pattern with to be. SIMPLE DODOES was aimed to help students practise the simple present tense patterns with full verb. ALL was aimed to help the learners
practise both of the simple present tense patterns (with to be and full verb). ALL would be played when the students had mastered the other games. Since ALL was
the final game because it was aimed to practise all the patterns either with to be or
with full verb, the cards as the aids to play were set to support the ALL game.
The other games which were suggested to play in the beginning meetings
were SIMPLEST TO BE (1), SIMPLEST TO BE (2), and SIMPLE TO BE. They
were set to practise subject agreement of simple present tense pattern with
primary verb. SIMPLE DO and SIMPLE DOES were suggested to play when
they were studying simple present tense patterns with full verb.
The cards consisted of three parts based on the categories, which are
verb) category. The categories were determined by the Simple present tense
patterns that needed to be taught which were pattern with primary verb (to be) and pattern with full verb.
There are 180 cards divided in three categories. Each category consists of
60 cards. This number was set based on the amount of the players/private students
in each class which may vary from 2-6 people including the teacher. It means that
the number of the cards distributed to one player should be equal to that
distributed to (an)other player(s) when the cards are played by 2, 3, 4, 5 or 6
players. Since 60 is the smallest association unit of multiplication of 2, 3, 4, 5 and
6 it becomes the proper number of the cards.
There were eight games in the set, but only three games would be tested
before the teachers and students to gain opinions to evaluate the original design.
The main rules of these three original games were:
(1) Shuffle the cards in each category.
(2) Decide which pile will be the key pile, leave the pile and distribute all the rest cards in the other piles to each player.
(3) Open the top card of the key pile and each player starts dropping their cards to form a sentence based on the key. The players may form a positive, negative or interrogative sentence.
(4) If a player cannot form any sentence, the next player will continue the turn.
(5) If there is no player who can form sentences based on the key given, the key is put away and replaced by another key on the pile.
(6) The winner is the one who can get rid of all the cards in hands. His score is counted by multiplying the number of the cards left in others' hands. The others' score is the number of cards left in his/her hands multiplied by minus five.
The vocabularies used in these cards were taken from vocabularies the
students in the first year level learn. The translation was provided below each
meaning of each vocabulary.
The pictures in these cards were aimed to help students understand the
meaning of each vocabulary used. They were all colourful in order to attract the
student’s interest.
The cards in the same category had the same background colour in order
to be separated easily. Red background was for subject category, yellow for
primary ve rb category, and green for after-primary-verb category.
These cards were printed on mild card and set to be waterproof to support
the long lasting use.
4.2.2. Suggestion for Improvement
After designing the model of the proposed set of card games, the fourth
step of research and development was conducted which was preliminary field
testing. It was held to collect the data to evaluate and develop the designed set of
the cards. The testing was done by interviewing four CEC teachers and six
students who were studying simple present tense. The details of the interviews
could be seen in appendix 7 on page 116.
Based on the interviews, there were several suggestions of the designed
cards. The suggestions would take into consideration to revise the designed set of
card games to conduct the fifth or the last step in research and development.
Considering suggestion which stated that some variations of the rules
could be applie d to enrich the use of the designed cards, for example to help
practicing translation and spe aking, the designed card game allowed all possible
Tense Pattern. This allowance aimed to enrich the use of the designed cards and
could be used as alternative rules played to avoid boredom.
Dealing with suggestion which stated that pluralization problem could be
included to obtain more exercises in Simple Present Tense Pattern related to
agreement, the designed card were not changed because the focus in this designed
cards was to help EFL young learners to practice the simple present tense pattern
with primary verb and with full verb only. If pluralization was included, the rules
would be more complex and might decrease the students’ interest in playing the
game.
Facing sugge stion stated by a teacher and also students that the adjectives
were too simple and needed to be replaced by those which were more suitable
with learners’ level, the designed cards were revised in the adjectives. Some
adjectives were replaced by other adjectives more suitable with the learners’ level.
The revision of a rule in the three games, that the other players who were
not the winner still get plus score by giving plus 10 for every correct sentence
formed in the game, were conducted because it supported the reward to each
player and fairer scoring. Every formed sentence was scored. The player with the
highest score in the end would be the winner.
4.2.3. Final Designed Game
Following the last step of research and development which was making
final product revision, the original games were revised as the following. This set
of card games consisted of eight games. The rules of each game were presented in
the private students in the first year learn. The translation was provided below
each vocabulary or sentence. The cards to support the games were divided into
three parts based on the categories, which were subject category, primary verb
category, and after-primary-verb (adjective and verb) category. The category was
determined by the simple present tense patterns that needed to be taught which
were pattern with full verb and pattern with primary verb. There are 180 cards
divided in three categories. Each category consists of 60 cards.
The pictures in these cards were aimed to help students understand the
meaning of each vocabulary used. They were all colourful in order to attract the
student’s interest. The cards in the same category had the same background colour
in order to be separated easily. Red background was for subject category, yellow
for primary verb category, and green for after-primary-verb category. These cards
were printed on mild card and set to be waterproof to support the long lasting use.
The fix designed set of card games was presented in appendix 4, 5, 6.
These are the examples of the fix designed set of card games.
No. Category Name Explanation Total number
Front side Back side
1. Subject You Kamu 5
You
Kamu
2. Primary
Verb
Are - 2
are
3. After
Primary
Verb
Rich Adj. kaya 1
r i ch
39
CHAPTER 5
CONCLUSIONS AND SUGGESTIONS
5.1 Conclusions
There were two conclusions. The first was the answer of the first problem.
The steps to construct card games gained after conducting research and
information collecting were followed as the answer of the first problem. Those
steps were considering the goal, finding out the data of the learners’
characteristics, listing the objectives that will support the goal after data of the
learners’ characteristics are gathered, listing the subject content to support each
objective, determining the students’ background of the subject, determining the
teaching and learning activity, designing the facilities or learning aids to support
the objective achievement, in this study, a set of card games were designed
considering students’ characteristics.
Constructing games as the seventh step needed a process that should be
done carefully and thoughtfully since well-prepared games determined the success
of the implementation of the games in the classroom. Considering the steps taken
to construct games, Bell and Wiecket (as cited by Rojiyah, 2000, p. 15) suggested
eleven steps to follow. Those were developing the theme, determining the
purpose, determining the grade level, determining the number of players,
determining the format, determining the method of checking, designing and
gathering the materials, defining the player’s roles, deciding upon the procedure
The eighth step was evaluating and revising any phases of the plan that
need improvement. The designed set of card games was evaluated to see the
accomplishment of objectives, with a possibility to revise and re-evaluate any
phases of the plan that need improvement.
Based on the preliminary field testing, there were several suggestions of
the designed cards. Following the last step of research and development which is
making final production, the suggestions were taken to revise the designed cards.
The revisions were allowing the all possible variations of the rules as long as they
did not break the pattern of Simple Present Tense Pattern to enrich the use of the
designed cards, replacing some adjectives with those which more suitable with the
learners’ level, revising the basic rules to get fairer scoring. The revisions which
were made influenced the final designed set of card game.
To answer the second problems, the final designed set of card games was
presented in three appendices. Appendix 4 consisted of the kinds of games and
their rules. Appendix 5 consisted of the card specifications. All types of cards
were presented here. Appendix 6 consisted of the layout description which
explained the parts in each card.
5.2 Suggestions
In playing Simple Game, there were some suggestions for the teachers.
First, it’s better for the teacher to review the simple present tense patterns
before playing the any type of Simple Games to avoid problems such as students
at all.
Second, during the game, the teacher, as a player or only as an observer
had better to remind the students about the patterns and give verbal reinforcement
to students who can form correct sentences.
Third, translating every sentence formed may be done to comprehend the
use of the pattern in context, in this case, habitual action.
Fourth, reading every sentence formed may give the students a chance to
practice their pronunciation in front of the teacher. When they pronounce it
42
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