Methods
The study was conducted using quantitative research methods, which included conducting experiments and comparing the results. According to the subject classes, the following techniques were primarily used: deductive and inductive approaches, gap-filling tests, multiple choice assignments, interactive methods of teaching speaking abilities using games, accessible evaluation applications and others. The strategies used in the investigative process are incorporating approaches to improving learners' speaking skills and their application in education, mostly through unusual methods such as video games, online puzzles, songs, commercials, and so on. Learners from all walks of life can be found in communicatively interacted classrooms around the world, with learning needs as diverse as their backgrounds. To grasp pedagogy and classroom practice, it's essential to realize that language teaching is contextual: how teachers view their relationships with pupils is informed by the environments in which they teach and carry out their work as practitioners. The school pupils' language is one in which language is not isolated from learning about how the world works. They are not taught the sections of language as they are defined in English textbooks. Rather, children develop their speaking skills by interacting with game technologies on a variety of subjects in various environments. The majority of pupils are concerned with their speaking abilities because they find it difficult to develop them. For collecting achievement data, the researcher used a variety of methods with and of the subject groups. The researcher posed questions to the pupils and took notes on their responses. The questions were posed to determine how pupils felt about using games in their speaking classes.
The researcher intended to test two subject groups as soon as the experiment was completed. One group should be taught speaking skills using games such as projectors, laptops (playing video materials, videos, cartoons, role-playings and listening tracks) and various education apps while the other group should be taught in a traditional ay of teaching.
Questionnaires were used to collect information regarding the school pupils' opinions. They were asked several questions about their speaking abilities and interests on game usage during classes. The results have been determined. The researcher was able to clearly classify their feelings about games, which play a major role in speaking improvement classes, based on percentages.
The collection of factual statistical data was focused on a thorough examination of the pupils' experimental test and activities. The researcher was able to clearly distinguish and differentiate the efficacy of the used teaching method by comparing the two findings.
Object
The research was conducted in school № 34 in Nukus city, Karakalpakstan Republic. The researcher decided to conduct her study with language learners of the same level, so she chose two classes of the same level. The study's goal is to determine the effects of using game technologies in teaching speaking skills to 4th grade pupils as well as their impact on language abilities, as a current trend in English Language Teaching (ELT) in schools. The data for this study came from pre and post-tests as well as questionnaires on how games were used in speaking lessons. The data for this study came from three different sources: events, informational materials, and documents.
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