지원사업
학술연구/단체지원/교육 등 연구자 활동을 지속하도록 DBpia가 지원하고 있어요.
커뮤니티
연구자들이 자신의 연구와 전문성을 널리 알리고, 새로운 협력의 기회를 만들 수 있는 네트워킹 공간이에요.
이용수0
Chapter 1 Introduction = 1Chapter 2 Literature Review = 52.1 Grammar = 52.1.1 Definition of Grammar = 52.1.2 Teaching Grammar Method = 62.1.2.1 Grammar-Translation Method = 62.1.2.2 Communication Language Teaching = 72.1.3 The Importance of Grammar. = 82.2 Game = 92.2.1 Definition of Game = 92.2.2 Advantages of Games in Learning English = 112.2.2.1 Active Learning in Games = 112.2.2.2 Flexibility of Games versus Variety of Students Learning Styles = 122.2.2.3 Games as Motivator = 132.2.2.4 Games Improve Learners Language Acquisition = 142.3 Research into the Effects of Game in Teaching Grammar = 152.4 Summary of Literature = 22Chapter 3 Methodology = 233.1 Research Design = 233.2 Research Questions = 233.3 Participants of the Study = 243.4 Procedure of Data Collection = 253.5 Data Collection = 273.5.1 Test = 273.5.1.1 Pre-test = 273.5.1.2 Post-test = 293.5.2 Questionnaire on the Two Types of Grammatical Practice = 293.5.3 Students Interviews = 303.6 Lesson Structure of the Control and Experimental group = 313.6.1 The Control Group: Worksheet practice = 323.6.2 The Experimental Group: Game-based practice = 333.7 Summary of Methodology = 37Chapter 4 Results = 384.1 Result from the Tests = 384.1.1 Comparison of mean scores in the Control Group and Experimental Group = 384.1.2 Comparison of the Lower-level and Higher- level of the Control Group and Experimental Group = 394.2 Students Perceptions on the Two Types of Grammatical Practice = 404.3 Result from the Interviews = 454.3.1 Response and Suggestion of the Control Group = 454.3.2 Responses and Suggestion of the Experimental Group = 49Chapter 5 Discussion = 545.1 Research Question 1 = 545.2 Research Question 2 = 555.3 Research Question 3 = 56Chapter 6 Conclusion = 596.1 Conclusion = 596.2 Limitations = 606.3 Recommendations for Future Research = 61
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