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The Use and Perception of Grammar Games in the
Austrian Secondary EFL Classroom
Diplomarbeit
zur Erlangung des akademischen Grades
einer Magistra der Philosophie
an der Karl-Franzens-Universität Graz
vorgelegt von
Nadja WAKONIG
am Institut für Anglistik
Begutachterin: Univ.-Prof. Dr. Elizabeth Erling
Graz, 2019
Eidesstattliche Erklärung
Ich erkläre ehrenwörtlich, dass ich die vorliegende Arbeit selbstständig und ohne fremde Hilfe
verfasst, andere als die angegebenen Quellen nicht benutzt und die den Quellen wörtlich oder
inhaltlich entnommenen Stellen als solche kenntlich gemacht habe. Die Arbeit wurde bisher in
gleicher oder ähnlicher Form keiner anderen inländischen oder ausländischen Prüfungsbehörde
vorgelegt und auch noch nicht veröffentlicht. Die vorliegende Fassung entspricht der
eingereichten elektronischen Version.
Graz, 20-5-2018 Nadja Wakonig
Acknowledgements
First of all, I would like to thank my supervisor Elizabeth Erling for her support throughout the
process of writing this thesis. Thank you for your time, your patience, the motivating deadlines
and your guidance.
Moreover, I would like to thank all the participants that contributed to this study—without you
it would not have been possible, thank you for your thoughts.
Many thanks to my parents—Mama and Papa without you it would have never been possible
for me to become a teacher. Thank you so much for giving me the chance to go to university,
for supporting me emotionally during all these years and for your encouragement during the
process of writing this thesis. I am glad to have you as parents, and I will be thankful forever.
Of course, I would like to thank the rest of my family as well, Opa, Peter, Andrea, thank you
for your open ears and support during my years of studying. I am very happy that you all are
part of my family.
Furthermore, I am grateful for my grandma’s support throughout the years. For all the times we
talked on the phone. For all the times you were much more worried than I was. For all the times
you said I will make it. For all the times you said you were proud of me. I wish you could be
here right now. I will always keep you in my heart.
Lastly, I would like to thank my sister Elena. Thank you for supporting me emotionally, not
only while writing this thesis but also during the whole period of studying. Thank you for being
there when sometimes everything was “too much” and cheering me up with your (sometimes
too) rational advice and many hugs. There is nothing better than having a sister like you—you
are the best!
Abstract
Games have always been part of our lives, but they have been proven to provide a variety of
benefits as well, when used in the EFL classroom: Research has shown that games provide an
authentic learning environment, can reduce students’ anxiety level and positively influence
students’ motivation and learning outcome. Although the relationship between grammar games
and positive effects on students have been investigated before, games are still an underused
resource in the Austrian EFL classroom. Therefore, an aim of this study is to investigate
whether games are used in the Austrian English classes, and to explore the students’ and
teachers’ opinions towards games as a classroom tool. Moreover, Ur (2012) suggests that
teachers still use outdated models to teach grammar. Hence, another aim of this study is to
investigate the students’ and teachers’ perception of grammar teaching with special focus on
motivation. Another aim of this research project is to investigate why students learn English
and how they feel during English class in general. The methodological approach selected for
this study is a quantitative approach, because a large number of participants were surveyed.
Overall, 120 questionnaires were handed out, 38 to teachers and 82 to students. The results of
the study showed that overall the majority of students and teachers held positive opinions
towards games and recognised the benefits of games in the classroom. However, the teachers’
perception of how often games are used in class, did not match the students’ perception.
Teachers claimed to use games once a week, whereas the majority of the students stated that
games are rarely used in class. Furthermore, students did not favour the way grammar is taught
and claimed to feel unmotivated and that no enjoyment was included. Nonetheless, students
reported that grammar games can improve their motivation towards grammar learning.
Moreover, the findings suggest that a majority of the students feels positive towards learning
English in general.
Kurzfassung
Spiele waren immer schon Teil unseres Lebens, aber es stellte sich auch heraus, dass Spiele
auch in österreichischen Sekundarschulen eine große Spanne an Vorzügen aufweisen: Spiele
schaffen eine authentische Lernumgebung, sie können Ängste von Schüler_innen reduzieren
und die Motivation und den Lernerfolg positiv beeinflussen. Obwohl ein Zusammenhang
zwischen den Vorteilen und ihr Effekt auf die Schüler_innen wissenschaftlich bewiesen wurde,
gelten Spiele als wenig genutzte Ressource in den österreichischen Sekundarschulen. Daher ist
ein Bestreben dieser Studie herauszufinden in welchem Ausmaß Spiele in den österreichischen
Sekundarschulen genutzt werden und wie Lehrer_innen und Schüler_innen generell zu diesem
Thema stehen. Weiters fand Ur (2012) heraus, dass viele Lehrer_innen veraltete Methoden
verwenden um Grammatik zu lehren. Daher zielt die Studie darauf ab, die Ansicht zum
Grammatikunterricht von Schüler_jnnen in Bezug auf Motivation zu erforschen. Des Weiteren
wird die generelle Einstellung zum Englisch lernen von Schülern_innen erforscht. Die Studie
basiert auf einer quantitativen Forschungsmethode. Insgesamt wurden 120 Fragebögen
ausgeteilt, an 38 Lehrer_innen und 82 Schüler_innen. Die Ergebnisse zeigten, dass der Großteil
von Schüler_innen und Lehrer_innen positiv gegenüber Spielen eingestellt ist und weiß, dass
Spiele viele Vorteile bringen. Allerdings, war die Ansicht wie oft Spiele im Unterricht
verwendet werden zwischen den zwei Gruppen unterschiedlich. Lehrer gaben an Spiele einmal
pro Woche zu verwenden, während Schüler_innen das Gefühl hatten, dass kaum Spiele gespielt
werden. Weiters, mochten Schüler_innen die Art wie Grammatik gelehrt wird nicht. Ein
Großteil gab an sich dabei nicht motiviert zu fühlen. Schüler_innen gaben allerdings auch an,
dass Grammatikspiele ihre Motivation steigern können. Außerdem, zeigten die Ergebnisse, dass
der Großteil der Schüler_innen sich im Allgemeinen sehr wohl im Englischunterricht fühlt
Abbreviations
CLT Communicative Language Teaching
EFL English as a Foreign Language
ESL English as a Second Language
L2 Second Language
PPP Presentation—Practice—Production Model
SPSS Statistical Package for the Social Sciences
Table of Contents
1. Introduction ........................................................................................................................ 1
2. Literature Review ............................................................................................................... 3
2.1 Motivation .................................................................................................................. 3
2.1.1 Definition .................................................................................................................. 4
2.1.2 Motivational Theories ............................................................................................... 5
2.1.3 Motivation and Emotions .......................................................................................... 9
2.2 Grammar ................................................................................................................... 11
2.2.1 Communicative Language Teaching (CLT)............................................................ 11
2.2.2 Implicit or Explicit Teaching of Grammar .............................................................. 15
2.2.3 Reasons for Grammar Teaching .............................................................................. 17
2.2.4 Teaching Grammar through Games ........................................................................ 17
2.3 Games in the EFL Classroom ................................................................................... 18
2.3.1 What do we mean by Games? ................................................................................. 19
2.3.2 Types of Games ....................................................................................................... 19
2.3.3 Advantages and Disadvantages of Games .............................................................. 20
2.3.4 Motivation and Games ............................................................................................ 22
2.3.5 Students’ and Teachers’ Perception of (Grammar) Games—A Review of Recent
Studies .............................................................................................................................. 22
3. Methodology .................................................................................................................... 24
3.1 Purpose of the Study ................................................................................................ 25
3.2 Methodological Design .................................................................................................. 26
3.3 Study Design .................................................................................................................. 26
3.3.1 Study Design Students ............................................................................................ 27
3.3.2 Study Design Teachers ............................................................................................ 29
3.4 Ethics .............................................................................................................................. 31
3.5 Data Analysis ................................................................................................................. 31
4. Findings ............................................................................................................................ 34
4.1 Findings from the Students’ Questionnaire .............................................................. 34
4.1.1 Feelings about English ............................................................................................ 35
4.1.2 Grammar .................................................................................................................. 39
4.1.3 Games ...................................................................................................................... 42
4.1.4 Grammar Games ..................................................................................................... 48
4.2 Findings from the Teacher Questionnaire ................................................................ 53
4.2.1 Students and Games ................................................................................................ 54
4.2.2 Games ...................................................................................................................... 58
4.2.3 Grammar ............................................................................................................... 64
4.3 Students’ and Teachers Perceptions Compared ............................................................. 68
4.4 Conclusion ...................................................................................................................... 71
5. Discussion ........................................................................................................................ 72
5.1 Motivation ...................................................................................................................... 72
5.2 Grammar ................................................................................................................... 74
5.3 (Grammar) Games .................................................................................................... 76
5.3.1 The Use of (Grammar) Games in the Austrian EFL Classroom ............................. 76
5.3.2 Students’ and Teachers’ Believes about (Grammar) Games’ Benefits ................... 77
5.3.3 Teachers’ Reasons for and against the Use of Games ............................................ 79
5.4 Gender and Age ............................................................................................................. 81
6. Limitations ....................................................................................................................... 83
7. Recommendations for Future Language Teaching .......................................................... 84
8. Conclusion ........................................................................................................................ 85
9. List of Figures .................................................................................................................. 87
10. References .................................................................................................................... 89
11. Appendices ................................................................................................................... 92
1
1. Introduction
Games have always been part of young peoples’ lives —it started as an infant, when games
were played to improve motoric skills and strengthen cognitive abilities. As a child, games can
improve creativity, because who cannot think of one game in their early childhood that was
invented by themselves. When children become young adults, digital games become an
important part of their lives and competition becomes very prominent. In all those stages of a
young live, games have obtained an important role, hence, why should this not be the case for
school as well?
When I connect games to school, the first thing that comes to my mind is “Please don’t use too
many games in classroom, because students won’t learn anything.” that is what my former
mentor told me at the beginning of my internship in school. This statement made me aware that
games might not be as widely accepted by teachers as I had assumed before, although the
Austrian curriculum explicitly states to use games as a teaching resource, because they can
increase creativity (Bundesministerium für Unterricht, Kunst und Kultur [BMUKK], pp. 1–2).
Moreover, the curriculum demands the provision of a variety of different sources, of which
games can be part of as well, to ensure language learning is appealing to all learner types
(Bundesministerium für Unterricht, Kunst und Kultur, p. 2). Another important aspect the
curriculum discusses, is that teachers should use a communicative approach to teach English
(Bundesministerium für Unterricht, Kunst und Kultur, p. 2). Therefore, games should be used
in class as well, because as Gozcu and Caganaga (2016, p. 127) claim, games offer an authentic
context, which is one of the base principles of communicative language teaching (Richards,
2006, pp. 22–23).
When I think back to my own days as a student in school, I can only remember one game that
we played: “Simon says”. I remember how the whole class was eager to participate, laughed
and enjoyed the English lesson—that happened during the first month of learning English.
Sadly, that is the only memory I have, because we had not played any other games ever again.
However, games reoccurred during my studies in a course at university that focused solely on
teaching different skills through games and other communicative activities. This time, I became
aware of the various benefits of games in the English as a foreign language (EFL) classroom
2
from the perspective of a teacher and learning things finally did not feel like “hard work”
anymore—it was fun and I had the feeling I felt more motivated in class.
However, due to several discussions with other colleagues and observations in English classes,
I came to my personal conclusion that games are still an underused source in the Austrian EFL
classrooms. Literature suggests that there a are a variety of benefits, such as, increased
motivation, a higher learning outcome and an increased self-confidence, attached to games
(Gozcu & Caganaga, 2016, p. 127). Moreover, similar studies to this one have already been
conducted in Serbia and Turkey, the outcomes of which showed that the perceptions of students
and teachers are generally very positive towards games (Stojkovic & Jerotijevic, 2011;
Yolageldili & Arikan, 2011). Nonetheless, no study concerning this field was found for the
Austrian language learners. Therefore, the main aim of this research project is to find out
teachers’ and students’ perception of (grammar) games and if games, in general, are still and
underused source in the Austrian classrooms.
Moreover, I am interested in the students’ perception of grammar teaching, because during
observations in school I realized that grammar is still taught solely explicitly and no teacher I
encountered, actually used the new approaches, such as, communicative language teaching
(CLT), which are taught at university. Ur (2012) found out that based on her observations, she
found out that a majority of teachers still use outdated grammar teaching approaches such as
the presentation—practice—production (PPP) model, instead of CLT, because they prefer to
teach grammar explicitly instead of implicitly, although literature indicates that teaching
grammar implicitly leads to better results (Ur, 2012, p. 84). This could be a reason why
literature suggests that grammar lesson are often considered as boring (Luu & Nguyed, 2010,
p. 70). Therefore, I want to investigate if students enjoy practicing grammar or not and if they
do not, how grammar games could influence their opinion.
Another minor aim of this study is to investigate the relationship between games and the age of
the students. Research mainly focuses on younger learners of primary schools and their
perceptions of games. However, no research was found dealing with secondary students, which
is the reason why the participants chosen for this study were between 15 and 18 years old. This
study should reveal if there is an age limit for playing games with students or if older students
still enjoy game-based learning.
3
The thesis is structured as follows: In chapter 2, the Literature Review, research investigating
the fundamental principles of motivation, grammar teaching and games will be presented.
Moreover, the relationship between grammar and games, and the relationship between
motivation and games will be explored in this chapter. Next, in chapter 3, the methodology of
the study will be introduced, including the study’s design and a description of the data analysis
process. After this, the quantitative findings of the study will be presented in chapter 4, and
subsequently, discussed in regard to the literature, in chapter 5. Lastly, in chapter 6, a summary
of the main outcomes of this study will be provided, possible limitations will be discussed and
recommendations for future EFL teaching and studies in this field will be made.
2. Literature Review
In this section the literature about motivation, grammar and games is discussed in order to
acquire the needed knowledge to understand the relationship between emotions, grammar and
games in the English language classroom. The first sub-section deals with motivation, its
strategies and how emotion play an enormous role in the EFL classroom. Next, I will define the
term “grammar”, discuss the historical development of the communicative language teaching
approach and, connect grammar theory to games, in order to introduce grammar games. Lastly,
I will explore what can be considered as a game, types of games and examine the advantages
and disadvantages of using them in class, to show why games are appealing to students.
2.1 Motivation
Motivation plays a central role in people’s lives. Especially, when learning a new language,
motivation has an impact on the learning behaviour of a student. In this chapter, motivation will
be defined and the most important motivational strategies for a language classroom will be
discussed. Lastly, the relationship between emotions and motivation will be shown. This is
crucial for the following study, in order to fully understand why motivation is so important for
students and teachers in classroom.
4
2.1.1 Definition
Motivation is encountered in many parts of a people’s lives—in sports, at work and especially,
in education. According to Williams et al. (2015) there are a variety of definitions and concepts
to explain the phenomena of motivation. For instance, Harmer (2001:51) defines motivation as
“some kind of internal drive which pushes someone to do things in order to achieve something”,
which is a general interpretation of the concept. Dörnyei and Ryan (2015:72), on the other hand,
provide a more specific explanation for motivation in L2 learning: “motivation provides the
primary impetus to initiate L2 learning and later the driving force to sustain the long, often
tedious learning process.”
Moreover, according to Struder and Knecht (2016:4-5), the power and factors that drive
motivational behaviour are called motives and can be divided in three different categories:
biological, psychological and economic motives. Relevant motives for the English learning
classroom are mainly psychological motives and the associated motivational theories. They are
important to know for the teachers in order to create an appealing learning environment, and to
help teachers create engaging exercises, such as games, in order to increase the motivation of
the students.
I would consider motivation as the force behind every action of students, for instance, why they
do an exercise and even why they learn the language at all. As long as there is any kind of
motivation behind the students’ behaviour, for example, they want to learn English for their
future job, simply to be able to communicate with other people or just because they like the
language, students will try to accomplish their goal. If a student is not motivated for whatever
reason, it is the teacher’s duty to intervene and try to motivate them. This is why it is so
important to understand the different motivational theories, which will be discussed in the next
chapter, in order to offer further insight in how motivation works.
5
2.1.2 Motivational Theories
In this section, various motivational theories, which teachers should keep in mind, will be
discussed, in order to provide a general overview. The motivational theories are important,
because they can help teachers to create appropriate material for English learning, of which
games can be a part of, which matches the students’ needs and ensures that students become
motivated not only for one particular exercise, but also during the whole process of learning
English.
During the second half of the 20th century motivational theories have emerged and have been
influenced and formed by the cognitive view (Dörnyei & Ushioda, 2011, p. 12). As mentioned
before, there are three major motives and resulting different theories have developed. Those
motivational theories are needed in order to understand the basic concepts of interdependent
factors of motivated behaviour. If realised by teachers these can be seen as a tool to actively
steer the students’ motivation in the classroom. This chapter will focus on the most important
theories, which are relevant for the language classroom: (Dörnyei & Ushioda, 2011)
2.1.2.1 Expectancy Value Theory
The simplest form of the expectancy value theory is:
𝑒𝑥𝑝𝑒𝑐𝑡𝑎𝑛𝑐𝑦 × 𝑣𝑎𝑙𝑢𝑒 = 𝑚𝑜𝑡𝑖𝑣𝑎𝑡𝑖𝑜𝑛
To explain this theoretical framework, two factors need to be elaborated. On the one hand, a
student’s motivation is based on his or her individual assessment of how likely it is that success
in a given task is achieved. Additionally, the reward given for succeeding also plays a role. On
the other hand, the personal value of the given task and the reward are a deciding factor as well
(Dörnyei & Ushioda, 2011, pp. 13–14).
The more likely it is that a student reaches the goal and the higher the personal value of the
reward is, the greater is the individual motivation of a student. If one variable of this equation
is missing or non-proportional, for instance, if the goal appears to be too difficult for a student
to reach or if the reward is not interesting enough, the motivation will decrease (Dörnyei
& Ushioda, 2011, pp. 13–14). Therefore, this theory is crucial for every teacher, because it
allows them to influence the students’ motivation in class actively.
6
2.1.2.2 Goal Theory
In the past decades goals have replaced “needs” or “drives” as the stimulus for motivated
behaviour and action and during this time span research has mainly focused on three key areas:
goal setting, goal orientation and goal content and multiplicity (Dörnyei & Ushioda, 2011,
pp. 19–20).
Goal Setting Theory:
The goal setting theory is in some aspects similar to the expectancy value theory and is again
essential for every teacher to know in order to prepare tasks for students in an appropriate way,
to help students feel more motivated when learning a language. However, whereas in the latter
theory, the goal is not further defined, the former shows differentiation in goal setting. This
finds expression in three areas: specificity, difficulty and goal commitment (Dörnyei
& Ushioda, 2011, p. 20). The main findings of past research are the following:
1. The more difficult a goal, the greater the achievement.
2. The more specific or explicit a goal, the more precisely performance is regulated.
3. Goals that are both specific and difficult lead to the highest performance.
4. Commitment to goals is most critical when goals are specific and difficult.
5. High commitment to goals is attained when (a) the individual is convinced that the goal is
important; and (b) the individual is convinced that the goal is attainable.
(Locke, 1996, as in Dörnyei & Ushioda, 2011, p.20)
Additionally, proximal and distal goals are of high importance for the L2 learning classroom.
The main distal, or future, goal in a L2 learning environment is to master the new target
language. However, research suggests that setting proximal, or immediate, goals has a major
impact on the students’ motivation. A proximal goal, for instance, is to pass an exam or to fulfil
a task to personal satisfaction. These “small milestones” can boost the individual motivation of
a student, because they can mark progress and provide encouraging feedback (Dörnyei
& Ushioda, 2011, p. 21).
Goal orientation theory:
The goal orientation theory was specifically designed for a school context. This theory consists
of two contrasting orientations. Firstly, mastery orientation, which focuses on learning the
7
content. Students who follow this orientation, belief that, “effort will lead to success and
emphasis is on one’s own improvement” (Dörnyei & Ushioda, 2011, pp. 21–22). Secondly,
performance orientation which focuses on obtaining good marks and exceeding other students.
Students who use this strategy see studying as a way to accomplish a goal and to obtain public
appreciation (Dörnyei & Ushioda, 2011, pp. 21–22).
Goal content and multiplicity:
Other than the goal setting and goal orientation theory, goal content and multiplicity theory
does not solely focuses on academic goals. This theory also takes into account social influences
and goals, such as, making friends, pleasing the teacher and avoid punishment (Dörnyei
& Ushioda, 2011, p. 22). This theory shows that it is also of high importance to consider social
motivation because it influences the academic motivation as well (Dörnyei & Ushioda, 2011,
p. 22). However, depending on whether the social goal is reached or not, the student can either
be motivated or demotivated.
Overall, the expectancy value theory and the different forms of the goal theory provide a wide
set for teachers to ensure that their students become and stay motivated. It is very important that
teachers always keep them in mind when preparing exercises, because if not students might feel
overwhelmed because the “goal” might be too hard to reach or the value a task has might not
be high enough. However, in order to do so, teachers have to investigate their students’ distal
and proximal goals. This could be done by playing a variety of games. For some students it
might be hard to explicitly state what their goals are, but if, for instance, a rating game of
different goals is played students’ might become aware of their goals.
In the next sub-section, another crucial element of motivation, namely intrinsic and extrinsic
motivation, will be presented.
2.1.2.3 Intrinsic versus Extrinsic Motivation
In this sub-section, intrinsic and extrinsic motivation will be discussed. This is a crucial element
of learning, because it makes a difference for teachers whether their students are intrinsically
or extrinsically motivated. Therefore, this sub-section provides a general overview of this topic,
to ensure everyone is familiar with the impact these types of motivation can have on their
students’ learning behaviour.
8
A very prominent approach is the distinction between intrinsic and extrinsic motivation.
Generally, “one is intrinsically motivated if one carries out an activity for enjoyment or
satisfaction it provides” and “one is extrinsically motivated if one does something in order to
achieve another goal that is not related to the activity itself.” (Williams, Mercer, & Ryan, 2015,
p. 106).
However, there are different types of intrinsic and extrinsic motivation: Intrinsic motivation is
separated into three major types. Firstly, to learn, which means that a student engages in an
exercise “for the pleasure and satisfaction of understanding something new” (Dörnyei
& Ushioda, 2011, p. 23). Secondly, towards achievement, happens when a student feels
motivated to do an activity in order to excel oneself. Lastly, experience simulation, in order to
engage in an activity “to experience pleasant sensation” (Dörnyei & Ushioda, 2011, p. 23).
In contrast to intrinsic motivation, there are, according to (Dörnyei & Ushioda, 2011) four
different types of extrinsic motivation: Firstly, external regulation, where the motivation comes
completely from an external source, for instance, when the teacher praises a student. Next,
introjected regulation, which is very prominent in schools, deals with “externally imposed rules
that the student accepts as norms to be followed in order not to feel guilty” (Dörnyei & Ushioda,
2011, p. 24). Thirdly, identified regulation, people with this type of extrinsic motivation engage
in an exercise because they see it as highly valuable and useful. Lastly, the most sophisticated
form is integrated regulation, which involves “choiceful behaviour that is fully assimilated with
the individual’s other values, needs and identity” (Dörnyei & Ushioda, 2011, p. 24).
Extrinsic and intrinsic motivation can often be seen as counterparts, except when the intrinsic
match the extrinsic goal, needs and values. However, most people’s motivation is set between
control (extrinsic) and self-determination (intrinsic) (Dörnyei & Ushioda, 2011, p. 24). In the
next sub-section the L2 Motivational Self System will be discussed.
2.1.2.4 L2 Motivational Self System
In this sub-section, the L2 Motivational Self System, will be presented and discussed, in order
to provide an overview of the latest motivational theory that has emerged. This theory should
be considered by teachers as well, in order to understand their students’ motivational behaviour.
9
The most prominent theory today is Dörnyei’s L2 Motivational Self System, which is a
combination of contextual, personal, and temporal dynamics and “considers motivation as a
part of self—realization” (Williams et al., 2015, p. 114). The L2 System is grounded on the
conception of possible selves, this refers to the variety of images people have of their future
selves. These may be either positive images, so called “hoped-for selves”, or negative ones, so
called “feared-selves”. The Self System is based on three self-guides: The ideal L2 self, which
stands for the person we want to become in future if we are able to use the L2. The ought-to L2
self, which emerges due to social responsibilities to other learners and, lastly, the L2 learning
experience, which deals with prior experiences, which can either be positive (success) or
negative (failure), and stands in interaction with the learning environment (Williams et al.,
2015, p. 115). The main stimulus of a learner’s motivation derives from the “perceived
discrepancies between one’s current sense of self in the L2 and one’s ideal L2 self” (Williams
et al., 2015, p. 115). That means if a student wants to become proficient in writing E-mails in
a future job—that’s his ideal self. However, the current-self shows lacks in some areas, like
vocabulary and text structure. The student will be more motivated to improve his skill to
become his future—self.
2.1.3 Motivation and Emotions
Emotions have always been crucial in our world and of course, in second language learning,
therefore, this sub-section will provide further insight in the way positive and negative emotions
can affect learners and their learning behaviour in the classroom.
William James (1902) characterized a world without any feelings or emotions as one where:
“[n]o portion of the universe would then have more importance than another; and the whole
character of its things and series of its events would be without significance, character,
expression, or perspective.” (James, 1902, as in Williams et al., 2015, p. 81)
Everybody who learns a new language experiences negative emotions, such as, embarrassment
and also positive emotions, like, enjoyment of learning. Especially, Young children in pre-
schools and primary schools experience predominantly positive emotions during learning a
language, because of their thrill to learn something new (Hall & Götz, 2013, p. 34). However,
this changes when children become older. Negative emotions become predominant and the
10
“enjoyment of learning strongly decreases, and negative emotions such as anxiety, anger and
boredom increase” (Hall & Götz, 2013, p. 34).
Nonetheless, studies have shown that there is a connection between positive emotions and
higher motivation. Hall and Götz (2013) suggest that enjoyment of learning and intrinsic
motivation both increase the “persistence of learning tasks, and contribute to a better learning
outcome” (Hall & Götz, 2013, p. 34). For example, when a student experiences positive
emotions during an activity he or she quickly moves from task—irrelevant thoughts, “This is
really fun!” to task-based thoughts, such as “How can I solve the next task?”. Whereas, when a
student experiences negative emotions during an activity his/her thoughts are likely to drift
from “I don’t understand what I have to do” to “What am I going to eat for lunch?” (Hall
& Götz, 2013, p. 30). This shows that positive emotions have a major impact on students’
motivation and learning outcome.
However, not only positive emotions have an impact on the students, also negative emotions
and anxiety influence the students as well. Oxford (2005) argues that language anxiety harms
the student’s performance in various ways. Language anxiety can either influence the student
indirectly, by worry and self-doubt, or directly by “reducing participation and creating overt
avoidance of the language.” (Oxford, 2005, p. 60). Moreover, harmful anxiety can reduce
motivation, can lead to a negative attitude towards the language and can even influence
students’ language performance. Additionally, various studies during the 1990’s have shown a
negative relation between language anxiety and grades, test performance, performance in
writing and speaking, self-confidence and self-esteem (Oxford, 2005, p. 61).
Still, some researchers argued that language anxiety has a positive influence on a minority of
students as well. For instance, it can lead to better grades and high language proficiency, but
only for a minority of students (Oxford, 2005, p. 61). Nonetheless, teachers should always try
to reduce students’ anxiety levels, because as mentioned above the benefits of positive emotions
outweigh the minor benefits negative emotions can have.
Oxford (2005) argues as well that language anxiety can either be triggered by particular
situations, or students’ can develop a permanent anxious character trade. In most cases,
language anxiety vanishes when the student becomes more proficient in a language. However,
if this is not the chase anxiety becomes “a trait rather than a state” (Oxford, 2005, p. 60), which
can influence the language performance negatively. Therefore, it is important for teachers to
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detect anxious behaviour of students, in order to prevent students from developing anxious
character traits.
Overall, the literature discussed showed that motivation is an important aspect to consider when
learning a language. Therefore, the theory of motivation, including the motivational theories
and motivations’ relationship with emotions, should always be considered when teachers are
creating new materials, in order to ensure that their students become and stay motivated during
the whole process of learning English. This is important, especially for this study, because it
will be investigated whether students feel more motivated when games are being used.
Moreover, this study investigates the students’ reason for learning English as well, which could
show teachers why students feel motivated or not. In the next section, various parts of grammar
theory will be presented.
2.2 Grammar
In this chapter, grammar and its meaning for the EFL classroom will be discussed. Firstly, the
communicative approach will be introduced and the ensuing critique of traditional, formal
grammar teaching. Moreover, implicit vs. explicit grammar teaching will be discussed. Further,
reasons why grammar should be taught will be discussed and the potential of using games to
teach grammar will be demonstrated.
Grammar is an important part of communication between people. If we quit using grammar
while speaking, there would be devastating consequences—it would be impossible to
understand each other. However, the teaching of grammar came under more criticism as foreign
language teaching attempted to move away from traditional practices.
2.2.1 Communicative Language Teaching (CLT)
During the 1970s, the communicative approach in grammar teaching has emerged. This
approach is defined as the “aim of language learning as acquiring communicative ability that is
the ability to use and interpret meaning in real—life conversation” (Nassaji & Fotos, 2010,
p. 6). This means, the focus is not on grammatical rules and structures, where students mainly
do fill-in task in textbooks, anymore, but on meaning-focused language learning, which
demands that students use grammar in meaningful and real conversations. Therefore, this
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approach is important due to its use of authentic context, it can be brought in connection with
games and all the benefits of CLT and game teaching can be used at once. The CLT approach
emerged and evolved during the past 40 years in three phases. The three phases will be
described in the following subsections.
2.2.1.1 Phase 1: Traditional Approaches
Before communicative language teaching emerged traditional approaches, such as,
Audiolingualism and the Structural-Situational Approach were present in the EFL classroom
up to the late 1960s. Richards (2006) stated that those traditional approaches mainly focused
on grammatical competences to obtain language proficiency. This means that teachers and
researches back than believed that a language could only be mastered if grammar is mastered.
A common belief during that time was that “language learning meant building up a large
repertoire of sentences and grammatical patterns and learning to produce these accurately and
quickly in the appropriate situation.” (Richards, 2006, p. 6). Therefore, drill and repetitive
practice were the common tools teachers used to teach students a language. Additionally,
teachers put great emphasis on accurate pronunciation and the correct usage of grammar from
the very beginning on. Errors were seen as something “unnatural” that had to extinguished
immediately in order to avoid that those errors would become “a permanent part of the learner’s
speech” (Richards, 2006, p. 7). Moreover, the four famous skills were introduced during that
time, namely: reading, listening, speaking and writing. Those four skills were an important basis
for the CLT method.
2.2.1.2 Phase 2: Classic Communicative Language Teaching
During the 1970s, the traditional approaches became more and more rejected and “the centrality
of grammar in language teaching and learning was questioned” (Richards, 2006, p. 9), because
teachers and researchers claimed that learning a language required more than grammatical
competence. Of course, grammatical competence was needed in order to form correct
sentences, nevertheless, communication and using the learned language in certain
communicative situations, such as, giving advice and making requests or suggestions became
more important (Richards, 2006, p. 9). Therefore, mastering the communicative competence,
which included knowing what to say in a certain situation, became the new main goal in the
EFL classroom. This was when communicative language teaching was created and because of
this, teachers had to remodel syllabi and materials, because grammar was no longer in the centre
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of their teaching. Richards (2006) described the CLT syllabus to establish communicative
competence as the following:
1. As detailed a consideration as possible of the purposes for which the learner wishes to
acquire the target language; for example, using English for business purposes, in the hotel
industry, or for travel
2. Some idea of the setting in which they will want to use the target language; for example, in
an office, on an airplane, or in a store.
3. The communicative events in which the learners will participate: everyday situations,
vocational or professional situations, academic situations, and so on; for example, making
telephone calls, engaging in casual conversation, or taking part in a meeting.
4. The grammatical content t that will be needed.
5. The lexical content, or vocabulary, that will be needed.
(Richards, 2006, pp. 9–10)
As mentioned previously, the four competences were an important base of the CLT
approach. During the 1980’s those skills were further defined in a “skill-based syllabus”
and were broken down into micro-skills. Richards (2006), for example, listed the further
defined skills of “listening”:
Recognizing key words in conversations
Recognizing the topic of a conversation
Recognizing speakers’ attitude toward a topic
Recognizing time reference of an utterance
Following speech at different rates of speed
Identifying key information in a passage
(Richards, 2006, p. 11)
Moreover, a “functional syllabus” emerged, which included functions the learner should be able
to produce, such as “accepting apologies, introducing someone, and giving explanations.”
(Richards, 2006, p. 11). However, it was still important that vocabulary and grammar which are
needed to acquire those functions are being taught.
In addition to the new acquired syllabus, a new teaching methodology has also emerged when
CLT became prominent in the EFL classroom. The main principals for good CLT teaching were
the following:
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Make real communication the focus of language learning.
Provide opportunities for learners to experiment and try out what they know.
Be tolerant of learners’ errors as they indicate that the learner is building up his or her
communicative competence.
Provide opportunities for learners to develop both accuracy and fluency.
Link the different skills such as speaking, reading, and listening together, since they usually
occur so in the real world.
Let students induce or discover grammar rules.
(Richards, 2006, p. 13)
After the theory of CLT teaching was set, new classroom materials and techniques were
devised. The main focus was no longer on drilling and repetitive activities, but on interacting
meaningful during conversations. Still, the CLT approach had evolved during the last decades,
which will be discussed in the next sub-chapter.
2.2.1.3 Phase 3: Current Trends in CLT
Lastly, current trends in CLT teaching will be discussed. Since the 1990’s CLT had become an
established component in the EFL classroom. Communicative language teaching was
influenced by a number of pedagogical traditions and sources during that time. Therefore, the
rules were no longer as strict as before and a very general set of principles that depend on the
teaching context, had emerged (Richards, 2006, p. 22). Nevertheless, Richards (2006) had
summarised the most important core assumptions of CLT:
1. Effective classroom learning tasks and exercises provide opportunities for students to
negotiate meaning, expand their language resources, notice how language is used, and take
part in meaningful interpersonal exchange.
2. Meaningful communication results from students processing content that is relevant,
purposeful, interesting, and engaging.
3. Language learning is a gradual process that involves creative use of language, and trial and
error. Although errors are a normal product of learning, the ultimate goal of learning is to
be able to use the new language both accurately and fluently.
4. The role of the teacher in the language classroom is that of a facilitator.
5. The classroom is a community where learners learn through collaboration and sharing.
(Richards, 2006, pp. 22–23)
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Overall, there is no universally accepted syllabus or methodology of CLT, because a variety
of different CLT approaches have emerged, all adjusted to the specific learning environment
of the teacher and the learners.
Moreover, CLT plays a central role in the Austrian curriculum. The Austrian curriculum
provides an overview of what should be taught and worked on in the Austrian secondary
English classes. One major aspect is that English should be taught in a communicative way to
ensure that students build up communicative competence (Bundesministerium für Unterricht,
Kunst und Kultur, p. 2). Hence, CLT should be taken serious by teachers, not only because of
the variety of benefits discussed previously, but also because CLT is part of the Austrian
curriculum and teachers are obligated to fulfil the requirements of the curriculum. Moreover,
the Austrian curriculum explicitly states that creativity should be encouraged in the EFL
classroom and claims that games can be a resource to complete this goal (Bundesministerium
für Unterricht, Kunst und Kultur, pp. 1–2). However, games must not only be used to improve
creativity, games can be a great resource for teaching grammar as well, because they do match
the criteria of communicative language teaching by offering an authentic context and offer
even more benefits, which will be explored later in this review.
To sum up, CLT has influenced teachers all over the world in their teaching during the last four
decades. Language teaching shifted from grammatical competence to communicative
competence and changed the way of teaching completely. Although a communicative approach
is expected in the Austrian curriculum, a majority of teachers still uses traditional approaches
in their grammar teaching. The way of teaching grammar will be discussed in the next chapter.
2.2.2 Implicit or Explicit Teaching of Grammar
Ur (2012) stated that a majority of the teachers nowadays teach grammar in an explicitly
through the presentation—practice—production (PPP) model, which basically means that
teachers present a grammar rule to their students and then practice this rule “through
conventional exercises based on strategies, such as, gap fills or matching.” (Ur, 2012, p. 84).
Afterwards, teachers expect their students to be able to use the grammar rule correctly and apply
it to their own spontaneous production. However, Ur (2012) claims as well that students often
fail to produce the correct grammatical structure. As a result, it was assumed by many
researchers that the explicit way of teaching grammar does not lead to success. Instead, they
16
suggested to teach grammar implicitly, because the main goal for students is to produce
grammatical structures spontaneously in an acceptable manner. For instance, learners should
be exposed “extensively to acceptable forms within meaningful discourse, without explanations
or practice, in the expectation that they will absorb the grammar intuitively and unconsciously.”
(Ur, 2012, p. 85). Though, research found out that teaching grammar solely implicitly does not
obtain better results than explicit grammar teaching. Thus, even long abandoned teaching
techniques, such as, learning by heart remerged. Learning by heart is part of the grammar
teaching method Audiolingualism, which was abandoned during the 1970s, because it was seen
as “mechanical” and “unthinking (Ur, 2012, p. 86). Lately, a variety of writers have discovered
the positive effects of learning by heart. Ur (2012) claims that hearing, reading and repeating
small parts of a language to acquire grammatical structures are very valuable. Therefore, along
with other researchers, Ur (2012) suggests that the best results were obtained when implicit and
explicit grammar teaching is combined (Ur, 2012, p. 86).
By obtaining this new information, the concept of skill-based learning has emerged. Ur (2012)
describes the procedure of this new concept as the following:
First, there is declarative knowledge, where the teacher explains the target behaviour in words,
and the learner understands at the level of theoretical or verbalised representation. Second, this
knowledge is proceduralised through the provision of practice: the learner implements the
behaviour that has been explained to him/her and rehearses it through exercises in order to
become more skilled. Finally, the learner reaches the point at which the procedural knowledge
is automatized: he or she can carry out the behaviour rapidly and accurately without thinking
about it or referring back to the original explanation. (Ur, 2012, p. 88).
This might sound similar to the presentation—practice—production model explained before.
However, the PPP concept was very limited to mechanical exercises, such as, gap fill, multiple-
choice and matching tasks. When students completed such exercises, their primary focus was
on getting the grammar right, which was no problem because they were taught the rules before.
Thus, students often failed to apply those rules in a communicative task. Therefore, skill-based
learning was changed drastically. The main aim of the skill-based approach was to make
learners able to apply grammar correctly “when their attention is no longer devoted to it” (Ur,
2012, p. 89). Therefore, exercises were no longer designed mechanically, but meaningful and
demanded the learners’ attention to “the conveying of ideas with correspondingly less attention
available for focus on form” (Ur, 2012, p. 89). For instance, games make use of those features
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by offering authentic context, which shows that games are an excellent tool to teach grammar
implicitly. As a result, learners get used to using grammar to communicate, instead of filling
out gaps correctly. In the next section, reasons for grammar teaching will be presented.
2.2.3 Reasons for Grammar Teaching
Hinkel and Fotos (2008) suggest reasons from three different perspectives why grammar
teaching is essential to the EFL classroom.
Firstly, the acquisition theory states that L2 learners, mostly older that acquire the target
language naturally, for instance, they have moved to a country where the language is spoken,
“fail to achieve high levels of grammatical competences” (Hinkel & Fotos, 2008, pp. 18–20).
However, those learners can still improve their grammatical competence and reach this high
level when teachers use formal instructions. For instance, formal instructions cause a quicken
L2 acquisition and “is effective in developing explicit knowledge of grammatical features”
(Hinkel & Fotos, 2008, pp. 18–20).
Secondly, the learner’s perspective also gives strong evidence for the benefits of teaching
grammar, especially, because most students simply expect grammar to be taught and see
grammatical features as an essential part of a language. Of course that is not true for every
learner; however, many students see grammar as a toolkit for communication (Hinkel & Fotos,
2008, pp. 20–21).
Lastly, the pedagogical perspective gives further reasons for teaching grammar. During the last
century the concept of “notions” and “functions”. For instance, notions are “possibility and past
time”, whereas examples of functions are “request and apologies” (Hinkel & Fotos, 2008,
p. 21). Despite all positive aspects of this meaning—based syllabus, this concept is criticised
for not being “generative in the way grammar is” (Hinkel & Fotos, 2008, p. 21). However, this
does not mean that meaning-based syllabuses should not be used in class, rather a combination
of meaning-based and structural syllabuses is the key to grammar learning.
2.2.4 Teaching Grammar through Games
Many people might think that the learning outcome is lower when students play games instead
of doing conventional activities. However, games are an ideal possibility to practice not only
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correct speech but also communicative grammar (Celce-Murcia & Hilles, 1993, pp. 132–133).
Additionally, the attention of the L2 learner is predominantly focused on the game and
communication. Subconsciously, the student focuses also on a few given grammatical
structures for practice (Celce-Murcia & Hilles, 1993, pp. 132–133). Resulting, the learners can
practice grammar structures in a meaningful context.
However, there are some aspects teachers should pay attention to when using games for
grammar teaching. For instance, the learners should be familiar with all the vocabulary and
structures needed in the game. Furthermore, quick drills targeting the grammar structure before
introducing the game encourages students to use correct forms instead of pidgin—like forms
(Celce-Murcia & Hilles, 1993, pp. 132–133). In addition, a lot of ESL teachers agree on games
being a brilliant way to teach young children grammar. Nevertheless, some people think that
“adult students are not receptive because they require something more than “fun and games”
(Celce-Murcia & Hilles, 1993, pp. 132–133). However, grammar games can be very successful
if the difficulty level is adapted to age, proficiency and experience.
Another important aspect for game—designing teachers is the competition that appears when
playing games. This can either be a problem or highly motivation. Teachers have to decide for
themselves whether they will focus on the competitive aspect or not. If there are weaker students
in class who tend to lose all the time, because of lacking skills, teachers should design non-
competitive games in order to avoid “winners” and “losers” (Celce-Murcia & Hilles, 1993,
p. 144). If this is not the case there is no problem in designing the activities as competitive as
possible, in order to boost the learners’ motivation to win to a maximum (Celce-Murcia
& Hilles, 1993, p. 144).
In the next section games in the EFL classroom will be discussed.
2.3 Games in the EFL Classroom
In this section, games and their role in the EFL classroom will be presented. First, the term
“game”, with regard to the second learning classroom will be defined. Next, different types of
games and their advantages and disadvantages will be discussed. Moreover, the link between
games and their motivational factor will be explained. Lastly, recent studies that are similar to
the study of this thesis will be presented.
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2.3.1 What do we mean by Games?
In this section, the meaning of the term “game” will be defined. Games are one of the most
important elements in ESL classrooms. Haldfield (1990, as in Deersi, 2002) defines games as
“an activity with rules, a goal and an element of fun.”
However, in many non-English languages there is only one word for what in the English
language is called “play” and “game”. In German, for instance, there is only the term “Spiel”
and the Italian call it “gioco”. Interestingly, the term “play” in English “is related to the
experience of pleasure” (Pivec, Koubek, & Dondi, 2004, p. 30). Whereas, the term “game is
related to the notion of competition” (Pivec et al., 2004, p. 30).
Additionally, during the last century characteristics of games have been defined as:
“An informal act or activity”
“Developing according to freely chosen, but afterwards committing rules”
“The goal is the activity itself”
“The activity is accompanied by a feeling or tension and/or enjoyment”
(Leemkuil et al. 2000, as in Pivec et al., 2004, p. 30-31)
In a nutshell, teachers have to make sure that the characteristics of their created classroom -
games match the general characteristics of games, in order to be able to profit of all the later
discussed advantages. In this thesis, I will define the term game as an activity that includes
rules, a purpose and that should be appealing to the students to guarantee engagement. In the
next sub-section, different types of games will be presented.
2.3.2 Types of Games
According to Jan and Gaydos (2016) there are four types of games that have emerged. Firstly,
so called “motivation games” where having fun and becoming motivated is one main aim. It is
stated that motivation games “refer to games that engage students in the behaviour of learning
desirable content or information” (Jan & Gaydos, 2016, p. 7). When the main aim of teachers
is to motivate their students by playing a game to engage with a certain topic, teachers have to
20
make sure to choose a game that includes challenges and stimulates the students’ fantasy and
curiosity. Moreover, Jan and Gaydos (2016) claimed that students were more motivated to
engage in a game when a competition was included.
The second type of games are “drill and practice games”. Here teachers have already taught
content, concepts and theory to their students (Jan & Gaydos, 2016, p. 7). The main aim of drill
and practice games is to practice and familiarize already learned content. They can either be in
a digital or non-digital format and are often used to make repetitive practice more interesting
for students. However, drill and practice games are not used to teach new content and concepts
to students and do not address higher-order thinking skills (Jan & Gaydos, 2016, p. 7).
Next, “content mastery games” will be introduced. They refer to games “that s that facilitate
the mastery of information, facts, concepts, or canonical knowledge” (Jan & Gaydos, 2016,
p. 7). They are used by teachers when they want their students to master complex ideas and
skills and they also “address challenging issues in learning, such as, misconception”. Therefore,
they can be an optimal tool for teachers when they want their students do deal with more
complicated topics.
The last type of game being discussed are “21st Century Competency Games”. Jan and Gaydos
(2016) claim that they are games that refer to fostering “higher-order thinking and social skills,
such as problem-solving, inquiry, argumentation, systems thinking, and collaboration” (Jan
& Gaydos, 2016, p. 7). This type of game is rarely used in school because it requires advanced
knowledge of a topic and the use of abstract skills. Still, if guided professionally by the teacher,
21st Century Competency Games can be used with advanced students to work on their problem
solving skills and argumentation skills.
Overall, the main types of games used in class are “motivation” and “drill and practice games”
because they can be used with beginner students and advanced students as well and they are
easier to prepare and embed in a lesson than the other two types. In the next section, advantages
and disadvantages of games will be presented.
2.3.3 Advantages and Disadvantages of Games
In an L2 classroom a meaningful authentic context is crucial for learning a language, but that
is not the only advantage games have. On the one hand, students’ anxiety level decreases,
21
because learners do not have to speak in front of the whole class and are not that exposed to
teacher’s criticism if mistakes are made (Gozcu & Caganaga, 2016, p. 127). This leads to a
higher level of self-confidence and a positive feeling. On the other hand, contradicting to
traditional/teacher-centred teaching, games are learner-centred activities. Students have to
participate actively and teachers adopt the role as a guide to lead student through the game by
explaining rules and answering questions (Gozcu & Caganaga, 2016, p. 128). Constantinescu
(2012, as in Gozu & Caganaga, 2016, p.128-129) suggests even more positive aspects of games:
Games build up learners’ English repertoire in a familiar and comfortable environment (even
for students who may have special needs), where they feel confident.
Games increase motivation and desire for self-improvement.
Challenge and competition are key factors for any game and students pay more attention to
completing the task.
Interdisciplinary approach: Students use knowledge from other classes, too. · Games develop
students’ ability to observe.
Games offer new and dynamic forms of teaching/ practicing which replace the traditional
worksheets.
Games are adaptable for different levels of knowledge.
(Constantinescu, 2012, as in Gozu & Caganaga, 2016, p.128-129)
This shows that games can help students to feel comfortable in their learning environment,
because, especially for shy learners, games create a safe place where making errors is okay and
students do not have to speak up in front of the whole class (Constantinescu (2012, as in Gozu
& Caganaga, 2016, p.128-129). Moreover, games increase the students’ self-esteem and their
motivation as well, despite their level of learning and when games are being used students can
become more engaged and focused on the activity that it would be the case with fill in tasks
(Constantinescu (2012, as in Gozu & Caganaga, 2016, p.128-129).
However, there are also some disadvantages. For instance, if there are discipline issues in a
class, the noise level could even further increase (Gozcu & Caganaga, 2016, p. 129).
Additionally, if games have been played too often, they might get boring for some students.
Some teenage learners may even think that games are not appropriate for their age, Lastly, the
learning effect might get lost if the rules are not explained well and the goal of the game is too
22
far away of its actual purpose (for instance, to revise a certain grammatical structure) (Gozcu
& Caganaga, 2016, p. 129).
2.3.4 Motivation and Games
As mentioned in section 2.2, motivation is an important factor to learn effectively. It does not
matter whether the learning material is traditional or an innovative new concept, the material
must be appealing to the students, because only when learners engage with an activity can
motivation be instilled, supported and maintained (Pivec et al., 2004, p. 34).
Therefore, games are perfectly suited for the EFL classroom. Besides the advantages mentioned
before, games are amusing, shy students can come out of their shells, because of small groups
and all language areas can be trained. Additionally, games can transform aspects of learning a
language that are boring for some students into fun activities, which leads to further engagement
and motivation (Luu & Nguyen, 2010, p. 70). For instance, grammar activities in textbooks are
often the same—mainly fill in task, which mostly require reading and writing skills and students
have to solve on their own. This might become boring for some students quickly. Games, on
the other hand, if used useful and correctly, provide a meaningful and context-orientated
learning environment, including a lot of variety. This means games “spur motivation and
students get very absorbed in the competitive aspects of the games” (Avedon & Sutton-Smith
1971, as in Luu & Nguyen, 2010, p.70).
As a result, “games stimulate students’ interest in classroom activities and students become
motivated and willing to learn” (Gozcu & Caganaga, 2016, p. 129).
2.3.5 Students’ and Teachers’ Perception of (Grammar) Games—A Review
of Recent Studies
In this sub-section, two recent studies that address the same topic as the study of this thesis,
namely the use and perception of grammar games. The first study deals with teachers’ believes
of the effectiveness of using grammar games. The second study deals with students’ and
teachers’ beliefs of the advantages and disadvantages games can have in an EFL classroom.
The first study, conducted by Yolageldili and Arikan in 2011 addresses the “Effectiveness of
Using Games in Teaching Grammar to Young Learners” and dealt with exploring “the
effectiveness of using games in teaching grammar to young learners from the viewpoints of
23
Turkish EFL teachers working in primary schools.” (Yolageldili & Arikan, 2011, p. 219).
Fifteen teachers, age between 24 and 54, completed the questionnaire, which included 15 five
point Likert-scale questions. The questions focused on teachers’ attitudes towards grammar
games as a form of instruction, towards their pedagogical value, the effect of grammar games
on their students and lastly, they were asked how often games are used in class.
The results of this study showed that Turkish EFL teachers are aware of the various benefits
games have in English language learning and teaching. For instance, a great majority believed
that grammar games can reduce students’ anxiety. Moreover, 90% of the Turkish teachers
believed that “while playing a game, learners are not concerned about focussing on the
structures, but learn them unconsciously” (Yolageldili & Arikan, 2011, p. 226).
Yolageldili and Arikan (2011) claimed that “games are one of the best ways to direct young
learners’ energy into language learning because young learners like to be physically active;
moreover, they are imaginative and creative and they learn subconsciously”. Still, teachers need
to pay attention to factors, such as, deciding on the right game, the right time and be aware of
their role when they are playing grammar games with their students. Only if these conditions
are fulfilled, games can become pedagogically successful. Nonetheless, Yolageldili and Arikan
(2011) claimed that although teachers were aware of the pedagogical value of grammar games,
they still follow an explicit way of teaching grammar by explaining rules, because otherwise
they would feel uncomfortable. Unfortunately, Yolageldili and Arikan (2011) stated as well
that if grammar is taught only explicitly, students tend to feel more stressed and anxious,
because “they have to master unfamiliar and unknown grammatical structures and this affects
their learning”. Therefore, games can be seen as a great tool to counteract to such problems.
Another study by Stojkovic and Jerotijevic in 2011 dealt with finding “reasons for using or
avoiding games in an EFL classroom”, as well as with “discovering possible obstacles teachers
encounter when applying those activities” (Stojkovic & Jerotijevic, 2011, p. 940). The study
was conducted at two Serbian schools including a total of 197 participants, consisting of 19
teachers and 178 students. The students attended classes between the 5th and 8th grade, which
means their age varied between 10 and 15 years. The instruments used were two questionnaires,
one for teachers and one for students, whereas both included each 14 questions. The questions
for both groups dealt with reasons for and against using games in class. Moreover, teachers
were asked for possible obstacles that appear when using games in class.
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The results showed that the main reason for students to use games in class is that learning will
be more appealing to them. Moreover, a majority claimed that games are very helpful in
learning and they appreciate games because they are allowed to work as a group. Teachers,
however, claimed that games increase the motivation of their students and provide a meaningful
context for learning a language. Furthermore, they believed that their students would learn
grammar and new vocabulary easier. When students were asked for reasons against using games
in class they claimed to be uninterested in games and prefer learning over playing. Nonetheless,
the majority of the students who did no favour games, could actually not state a reason why this
was the case. When teachers were asked for reasons against using games in class their primary
answer was that they are afraid of losing control over their class. Additionally, some teachers
stated that they do not use games in class because of lack of time and some claimed that they
were not familiar with the method and felt therefore uncomfortable when using games as a
source of teaching. Overall, Stojkovic and Jerotijevic (2011) found out that the majority of
teachers is aware of the educational value of games and the benefits attached, but they still use
games rarely in class. Students, however, would like to play games more often in class. All in
all, Stojkovic and Jerotijevic (2011) found more reasons for the use of games in class than
against.
Overall, both studies showed that teachers and students felt positive towards games and are
aware of their benefits. In the next section, the methodology of the upcoming study will be
presented.
3. Methodology
This study investigates students’ and teachers’ perceptions of (grammar) games in the Austrian
Secondary EFL classroom. In this section, a detailed overview of the research design will be
presented. First, the purpose of the study and the research questions will be presented. Second,
the quantitative approach which was used for this study will be explained. Third, the study
design, including materials, participants and procedure will be presented. Next, Ethics will be
discussed and finally, the procedure of data analysis will be described.
25
3.1 Purpose of the Study
As discussed in the previous chapter, games can be very beneficial for students in an EFL class.
They are able to reduce anxiety, boost the motivation and break the daily grind in classroom.
Moreover, grammar is often seen as monotonous and boring by many students (Luu & Nguyen,
2010, p. 70). In general there has been little research done in Austria covering the topic of
(grammar) games. Furthermore, due to personal observation as a student and observations and
talks with several teachers of different age categories during internships, it appeared that games
in general and, especially grammar games, are an underused source in Austrian schools.
Therefore, the main aim of this study is to find out students’ and teachers’ perceptions of
grammar games in the EFL classroom. This study should convey an impression of students’
general relationship towards English and grammar and how grammar games effect their
impression of their learning behaviour. Additionally, it should investigate the teachers’
perception of grammar games, for instance, why do they (not) use (grammar) games in
classroom, how they think their students react to such activities and if they would be interested
in further training.
The aim is to obtain an impression of why (grammar) games are such an underused source in
the EFL classroom in Austria although several previously discussed study show their beneficial
effect on students.
A student and a teacher questionnaire were developed in order to answer the following
questions:
RQ1: How do students perceive the use of grammar games in the EFL classroom?
How do grammar games affect student’s motivation, feelings and what is the students’
opinion on grammar games in general?
RQ2: How do teachers perceive the use of grammar games in the EFL classroom?
How do teachers perceive the use of grammar games with regards to motivation and
learning successes of their students? Moreover, what are their reasons for/ against using
grammar games in classroom?
26
3.2 Methodological Design
The methodology chosen for this study is a quantitative approach, which uses numerical data
for analysis. Muijis (2011) stated that quantitative research “is about explaining phenomena by
collection quantitative data, which are analysed by mathematically based methods.” Compared
to quantitative data, qualitative data provides a more in-depth insight and is less broad that
quantitative research is.
However, this does not mean that quantitative research is only limited to questions, such as,
“How many students learn English in Austria?”, questions that ask for someone’s perception or
feelings can still be analysed in a quantitative way, if the research instruments are designed
properly (Muijs, 2011, p. 2). This can be done by asking students to rate the asked statements
and “give the answers a number (e.g. 1 for ‘disagree strongly’, 4 for ‘agree strongly’)” (Muijs,
2011, p. 2).
(Muijs, 2011) stated as well that
Quantitative research is good at providing information in breadth, from a large number of units,
but when we want to explore a problem or concept in depth, quantitative methods can be too
shallow. To really get under the skin of a phenomena we will need to go for qualitative methods.
(Muijs, 2011, p. 7).
As a result, the quantitative approach was chosen for this study, because a large number of
participants was surveyed and the general students’ and teachers’ perception of (grammar)
games wanted to be investigated.
3.3 Study Design
This section presents a detailed description of the actual design of this study. The students’ as
well as the teacher’s study design will be separated in three different sections. Firstly, the
participants for each questionnaire will be described. Secondly, it will be discussed how the
instruments were designed and used and lastly, the procedure of each data acquisition will be
outlined.
27
3.3.1 Study Design Students
Participants
The participants of this questionnaire were 82 students from one AHS in Graz. They were from
five different classes, all between 5th and 6th grade. 42 of the participants were male, 39 female
and one diverse. The participants’ ages ranged from 14 to 18, with an average of 15 years. The
age group of the students for this study was selected purposefully, in order to find out whether
older students still appreciate games or if they feel too old for this kind of activities.
The size of the classes ranged from 13 to 19 students per class, whereas one class was a male
students only class. All students of those five classes participated in this study.
Instrument
The quantitative approach in form of a questionnaire was used in order to obtain the students’
perception of grammar, grammar games and their general motives behind learning English (see
Appendix B). The questionnaire contained 20 Likert-scale questions, which are a very common
form to ask participants about their perceptions of a particular issue. This type of questions are
often used to consider how much participants “agree or disagree, approve or disapprove, or
believe to be true or false.” (Allen, Seaman, & Christopher, 2007). Moreover, one open question
was asked at the end. The answers of the Likert—scale questions ranged from “trifft zu”
(strongly agree), “trifft eher zu” (agree), “Teils Teils” (neutral) to “trifft eher nicht zu”
(disagree) and “trifft nicht zu” (strongly disagree). The open question at the end of the
questionnaire asked students to express their opinion, wishes, thoughts and feelings about
grammar games in classroom on a voluntary basis.
The questionnaire was conducted in German, because it was the mother tongue of most students
and as language per se did not matter for this study in particular the risk of misunderstandings
due to language issues was minimalised. The questions in the questionnaire were grouped into
four topics, which were motivation, grammar, games and grammar games in the English
classroom.
Before the questionnaire was handed out in class, a grammar game was played. This was done
in order to ensure that each student has played a grammar game before. However, this might
have influenced students’ answers because if this was their first grammar game played, they
had no comparison to other games. Moreover, they had little time to form an opinion, if this
28
was the case. The game was a board game was taken from islcollective.com and slightly adapted
(see Appendix D). The object of the game was to practice past tense, regular and irregular verbs,
asking questions and answering them. This grammar topic was chosen because the actual
language level of the classes were unknown to the researcher. Therefore, the activity should
have been doable for every student, because the difficulty was chosen at an A1 Level, which
was under the students’ theoretical language level, which should have been between A2 and
B1. However, it turned out some students had difficulties using the correct tense and verb form.
Additionally, a letter of consent was created, including information about the study and the
researcher. The consent was given to every student and if it was signed the student agreed to
participate in this study.
Procedure
Before the study was conducted, approval from the headmaster and of every participating
teacher was obtained. Every student was given a letter of consent by their English teacher
beforehand, which they had to sign and hand back if they agreed to participate in this study.
After, I held scheduled with ever teacher, in order to find a date when the study could be
conducted. Before every lesson, I gave the activity templet, including the board game, solutions
and instructions to the teacher. The activity was undertaken by each teacher, dices and tokens
were given to every group and students played the grammar game in groups of three for
approximately 15 minutes, in order to give them an impression on how grammar could be
practiced through games.
Next, I handed out the questionnaire and instructed the students to answer the questions on their
own. The whole procedure took 10 minutes on average and the students were given a small
treat for their participation afterwards. This procedure was repeated for all five classes and all
of the data was obtained anonymously. The data was digitalised by entering responses into a
Microsoft Excel sheet for further processing.
29
3.3.2 Study Design Teachers
Participants
To find participants for this questionnaire personalised E-mails to 81 different teachers from
five different schools were sent. 38 of them completed the questionnaire. All teachers work at
an AHS and they are all teaching English with several different second and third subjects, such
as, History, German, Italian and Geography. 10 of the participants were male and 28 female,
which is approximately 75%. The age differed from 23 to 64, with an average of 45 years. The
age distribution can be seen in the chart below:
Figure 1- Age of the Participants
Furthermore, age groups were formed, in order to analyse, if there is age influences teachers’
perceptions. How many teachers were in an age group can be seen in the Figure 2 below:
Age Group/ years Number of Teachers within this Group
20-30 8
31-40 8
41-50 6
51-60 15
61-70 1
Figure 2—Age Groups
30
Instrument
Again the quantitative approach in form of a questionnaire was used to obtain English teachers’
perception of (grammar) games and grammar in general (see Appendix C). It was created online
with Google Forms, because the link to the questionnaire could be send via E-mail to a variety
of teachers. The questionnaire contained 20 questions in total—four questions to obtain more
detailed information about the participants, 15 Likert—scale questions and an open question at
the end. The answer possibilities for the Likert—scale questions were “Trifft zu” (strongly
agree), “trifft eher zu” (agree), “Teils Teils” (neutral), “trifft eher nicht zu” (disagree) and “trifft
nicht zu” (strongly disagree). The open question at the end of the questionnaire was chosen to
obtain more detailed information about the teachers’ thoughts and feelings about grammar
games. However, this question was to answer on voluntary basis and therefore not every teacher
answered it.
The questionnaire was written in German, in order to avoid language based misunderstandings,
because it was assumed that for most teachers German would be their mother language.
Additionally, the language was chosen in order match the language of the student’s
questionnaire, because some questions were the same in both surveys and therefore, the answers
are more comparable. The questionnaire was separated in three overall topics, namely “games
and student’s beliefs”, “teachers’ perception of games” and “grammar teaching and games”.
Procedure
The questionnaire was designed with the online survey tool “Google Forms”. After, a
personalised E-mail to 81 teachers was sent, of whom 38 agreed to participate in this study. The
E-mail included the link to the questionnaire and at the beginning of the questionnaire the
participants were asked for consent. The data was collected anonymously, the only personal
traits asked, besides their opinion and feelings, were their age, sex, school type and second or
third subject. After finishing answering the questions, each teacher had to submit their
questionnaire. Google Forms created a frequency distribution for every question, which was
downloaded into Microsoft Excel for further analysation.
31
3.4 Ethics
Seeking permission to conduct the study, five teachers were asked in person, if they and their
students would like to participate. Moreover, the headmaster of this particular school was asked
for consent orally. Two weeks before conducting the study, letter of consents were given to
each teacher for their students. The consent was given to the parents of the students to sign
because the surveyed students were underage. The signed consent forms were given to the
researcher afterwards.
The consent form (see Appendix A) included a detailed description of the procedure and
explicitly stated that the data would not be given to third parties and will be used for scientific
purpose only. Moreover, it was stated that all data would be treated anonymously in the
questionnaire and, later in the thesis.
After the questionnaire was completed, students were given a small treat, in form of sweets.
This was done to thank them for their time and participation. However, it did not influence the
students’ choice of answers, because they were not told beforehand that they would be obtaining
a treat afterwards.
To find participants for the teachers’ questionnaire E- mails to English teachers of randomly
chosen AHS schools were sent out. Overall, 81 teachers were contacted with a personalised E-
mail, whereas 38 of them responded and participated in this study. In the E-mail the purpose of
this study was explained. The teachers were informed within the online questionnaire that all
data would be published anonymously and that they give their consent to this by finishing the
questionnaire.
3.5 Data Analysis
In this section the process of how the data was prepared and analysed will be presented. After
the data of the students’ questionnaire was collected, the numerical answers of the hard copies
were typed in a Microsoft Excel spread sheet. The numbers were checked twice, in order to
avoid errors. The teachers’ questionnaire was conducted online in Google forms, which
provided an option to transfer the collected data in an Excel spreadsheet. Two separated Excel
sheets were used for the analysis, one for the students’ questionnaire and one for the teachers.
32
In Excel, the answer distribution for each question was calculated and plotted in a pie diagram,
to illustrate the outcome. An example can be seen below in Figure 3:
Figure 3—Example "Pie Chart"
After, the data was transferred to SPSS (Statistical Package for the Social Science) for further
analysis, because, in contrast to Microsoft Excel, SPSS has pre-made formulas which ease the
process of analysis. First, the nature of the data was analysed. It included nominal data, such
as, gender and age, and ordinal data, which included Likert-scale questions. Next, answers that
included characters, for example, gender (male, female) were transformed into numerical data,
where 1 equalled male and 2 equalled female. Following, questions that had an overall theme
were grouped together. For the teachers’ data, 5 age groups were created, for example, teachers
between 20 and 30 were pooled as group 1. This was done in order to find out if there was a
certain tendency in answering questions for a certain age group. The age variable was not
analysed for students because the age group was set before with a range between 14 and 18.
After all the data was coded, the analysis was conducted. First, descriptive statistics was done
for every overall theme and questions separately. It was done in order to investigate the number
of the participants, minima, maxima, mean and standard variation. Additionally, the frequency
distribution for every overall theme was calculated and plotted in a bar chart. This gives an
overall impression on how students and teachers answered on average for every grouped theme.
For instance, as can be seen in the example below, 10 students answered with an overall mean
of 1.5 (between strongly agree and agree) to all questions within this theme, which shows that
they are overall feeling positive about English. The number was calculated for every student
29; 35%
23; 28%
21; 26%
5; 6%4; 5%
Ich lerne Englisch, weil mir die Sprache gut gefällt
Trifft zu
Trifft eher zu
Teils Teils
Trifft eher nicht zu
Trifft nicht zu
33
separately by adding up each answer (1-5, from strongly agree to strongly disagree) of the
questions that were asked within a theme and dividing them then by the number of questions
asked within a theme.
Figure 4—Example "Frequency Distribution"
Next, the Ttest was conducted for every theme and question to investigate, if there was a
significant difference between the mean of two groups. For example, it was used to analyse, if
there was a significant difference between the mean of answers of male and female participants.
Furthermore, the teachers’ data was separated by age groups and again a descriptive analysis
and the Ttest were conducted for every theme and question, in order to analyse the mean of
every question for every age group and if there was a difference in answering for male and
female participants within the age groups. If the Ttest showed a significance smaller than 0.05
it was considered as significant.
This methodology was considered as the best methodology possible for the purpose of this
study. In the next section, findings of the analysis will be presented in detail.
34
4. Findings
In this section, the findings of both the teacher and students’ questionnaire will be presented.
First, the data from the students’ questionnaires will be discussed according to the topics that
were determined beforehand, when the questionnaire was designed. After, the findings of the
teacher’s questionnaire will be presented. Lastly, findings of both questionnaires will be
compared with another
4.1 Findings from the Students’ Questionnaire
In this section, the findings of the students’ questionnaire will be presented. They will be
separated into four themes that were determined beforehand. First, the data from the overall
theme will be presented and after, findings from individual questions within this theme will be
shown. The themes will be presented in the following order: Feelings about English, Grammar,
Games and Grammar Games. To analyse the data Microsoft Excel was used to present the
answer distribution with regards to the Likert—scale for every question, which will be shown
in a pie chart. After, SPSS was used in order to obtain the mean, minima and maxima and the
standard deviation of the overall theme and every question within this theme. Furthermore, a
TTest was conducted to examine whether there is a difference in responses from male and
female participants.
Overall, there were 82 participants from five different classes that completed the questionnaire.
The age of the participants ranged from 14 to 18, with an average of 15 years. 42 (51%) of the
participants were male, 39 (48%) were female and 1 (1%) was of diverse gender. Due to only
one participant stating a diverse gender, only male and female genders will be considered in
Ttest when the relationship between answering and gender will be explored.
35
Figure 5—Distribution of Gender
4.1.1 Feelings about English
This section deals with students’ overall feelings and opinions towards English and why they
are studying English. First, I present an overall response to all questions in this theme to show
the general picture and then I discuss each question individually. The questions included within
the Feelings about English theme were:
1. I study English because I like the language (Ich lerne Englisch, weil mir die Sprache
gefällt.)
2. I study English in order to pursue a different goal (job, travelling, and studies). (Ich
lerne Englisch, um ein anderes Ziel (Beruf, Reisen, Studium) zu verfolgen.)
3. I study English, because I have to. (Ich lerne Englisch, weil ich es muss.)
4. I feel more stressed out in English class than in other subjects in school. (Ich fühle mich
im Englischunterricht gestresster als in anderen Fächern.)
For some answers in this theme “strongly agree” (1 on the Likert scale) meant students were
positive towards English. However, for some questions it was the other way around; here
“strongly agree” meant that students felt negative towards English. Therefore, the answer
options of question four were transformed in this case, which means that a 1 on the Likert –
scale questions now means “strongly disagree” (“trifft nicht zu”) and 5 means “strongly agree”
(“trifft zu”), in order to analyse all questions as a group. Therefore, an average of 2.3 on the
42; 51%39; 48%
1; 1%
Distribution of Gender
male
female
diverse
36
Likert scale means that the student’s general feeling towards English is primarily positive.
Interestingly, the minimum and maximum responses were by 1 and 4, resulting that no one of
the students ticked 5, “strongly disagree” (“trifft nicht zu”) as an answer, which emphasis that
no one in the group felt especially negative towards studying English (x̅ = 2.3, s = 0.6).
Figure 6- Distribution of Answers "Feeling about English"
Within response to the question about whether students study English because they like the
language, more than half agreed (63%), with 35% (n=29) strongly agreeing (fig. 7). Only 10%
of the students disagreed with this statement. Overall, this shows positive tendencies of the
students towards the English language. Additionally, it shows that a majority of the students
are intrinsically motivated, because they study English driven by an inner force.
37
Figure 7- Ich lerne Englisch weil mir die Sprache gefällt.
Moreover, students were asked if they studied English in order to pursue a different goal, such
as, a job, travelling and future studies, to find out if their motivation is driven by a distal goal,
as discussed in section 2.1. As described in figure 8, approximately 50% of the students study
English in order to be able to communicate in English in their job, during travels and during
their studies. This shows that half of them are intrinsically motivated, whereas the rest (46%)
needs to be further motivated extrinsically by their teacher.
Figure 8—Ich lerne Englisch, um ein anderes Ziel (Beruf, Reisen, Studium) zu verfolgen.
When asked whether students study English because they have to, 55% agreed, with 35%
strongly agreeing (fig. 9). 28% reported that they were undecided whether this was the case or
not. Moreover, 18% claimed that English being a mandatory subject was not their reason to
29; 35%
23; 28%
21; 26%
5; 6%4; 5%
Ich lerne Englisch, weil mir die Sprache gut gefällt
Trifft zu
Trifft eher zu
Teils Teils
Trifft eher nicht zu
Trifft nicht zu
26; 32%
18; 22%
23; 28%
7; 8%
8; 10%
Ich lerne Englisch, um ein anderes Ziel (Beruf, Reisen, Studium) zu verfolgen
Trifft zu
Trifft eher zu
Teils Teils
Trifft eher nicht zu
Trifft nicht zu
38
learn the language. Additionally, there was a significant difference between the answers of male
and female participants. Male students were more likely answer “agree” (x̅m =2.1), whereas
female participants were more neutral in their answers (x̅f =2.8, s=1.4, p<0.5).
Figure 9—Ich lerne Englisch, weil ich es muss.
When students were asked whether they feel more stressed in English class than in other
subjects in school 74% (n=60), which are approximately three-quarters of the participants
disagreed, with 48% (n=39) strongly disagreeing. This shows that the participants overall feel
comfortable in English class. (x̅ = 4.0, s = 1.2). Although this might seem positive already, still
13% of the students feel stressed during English class, which should be taken seriously, because
learning English should not be stressful to anyone (fig. 10). A significant gender difference of
answering has been found. Whereas female students strongly disagreed on average that they
find English class more stressful (x̅f =4.5), male students were less strong in their answer by
disagreeing on average (x̅m =3.6, s=1.3, p<0.5),.
29; 35%
16; 20%
14; 17%
10; 12%
11; 13%2; 3%
Ich lerne Englisch, weil ich es muss
Trifft zu
Trifft eher zu
Teils Teils
Trifft eher nicht zu
Trifft nicht zu
Ausgelassen
39
Figure 10—Ich bin im Englischunterricht gestresster als in anderen Fächern.
All in all, the students feel comfortable in English class, which is already a sign that their
teachers are doing many things right., positive emotions lead to higher motivation and therefore
to greater success in studying a language. Furthermore, a majority of the students is intrinsically
motivated to learn English, because of liking the language in general and wanting to be able to
communicate during a holiday or in a later job. Still, not all students feel comfortable in English
class and enjoy learning English, which should be taken in consideration by teachers, because
learning is for everyone and not just the majority and therefore, there is still room for
improvement. In the next section students’ perception of grammar will be discussed.
4.1.2 Grammar
In this section findings of students’ perception of grammar will be presented. Questions were
asked to find out how students feel when they have to solve grammar tasks, if they liked
practicing grammar and how motivated they were. The questions grouped together were:
1. I feel insecure when I have to solve grammar tasks (Ich fühle mich unsicher, wenn ich
Grammatik Aufgaben lösen muss.)
2. I am struggling with applying grammar rules in English class. (Es fällt mir schwer
Grammatikregeln im Englischunterricht anzuwenden.)
3. I feel very motivated to contribute to grammar topics in English class. (Ich bin sehr
motiviert im Englisch Unterricht bei Grammatikthemen mitzuarbeiten.)
4. It is fun to practice grammar. (Ich habe Spaß daran Grammatik zu üben.)
5; 6%6; 7%
11; 13%
21; 26%
39; 48%
Ich bin im Englischunterricht gestresster als in anderen Fächern
Trifft zu
Trifft eher zu
Teils Teils
Trifft eher nicht zu
Trifft nicht zu
40
The answer option of question three and four were again transformed, whereas 1 means strongly
disagree and 5 strongly agree, to summarize the overall findings of this theme. On average the
students were rather neutral about their feelings about grammar (x̅ = 3.4, s = 0.8). However,
when the data was separated by gender, female students (x̅f =3.6) felt better towards grammar
than male students did (x̅m =3.1, s=0.7, p<0.5). Overall, the results suggest that grammar is still
not very popular among students learning English.
Figure 11—Distribution of Answers "Grammar"
In response to the question about whether the students felt insecure when they had to solve
grammar tasks in class, 63% (n=52) disagreed (fig. 12). However 12% (n=10) of the
participants felt insecure when they had to do a grammar exercise (x̅ = 3.4, s = 1.2). The Ttest
showed that female students felt more secure in this area (x̅f =4.2, s=1.4, p<0.5), whereas male
students claimed that whether they felt partially insecure or secure is depending on the grammar
topic (x̅m =3.4).
The results for whether students had difficulties applying grammatical rules in class were
similar, with 69% (n=57) of the participants having no problem with applying grammatical
rules in a task, and 11% (n=9) agreeing that they have difficulties when they have to apply
grammar rules. Furthermore, female students (x̅f =4.3) felt like they had less difficulties with
applying grammatical rules whereas male students were again undecided (x̅m =3.6, s=1.0,
41
p<0.5). These findings suggest that female students feel more secure when it comes to solving
grammar tasks and applying grammatical rules.
Figure 12—Security about Grammar
When students were asked whether they feel motivated to contribute to grammatical topics the
largest number of students felt rather neutral (44%, n=36). A third (33%, n=26) agreed that they
feel highly motivated, whereas a quarter (25% n=20) felt not motivated at all, when they have
to contribute to grammatical topics (fig. 13).
The results for whether students have fun when practicing grammar were more negative. Nearly
half of the students (45%, n=37) agreed on not having fun practicing grammar. Only 6% (n=5)
of the students claimed that they had fun while doing grammar practice. This finding suggests
that grammar lesson are often considered boring by students when taught in a traditional way
(Luu & Nguyen, 2010, p. 70) .
0
5
10
15
20
25
30
35
Trifft zu Trifft eher zu Teils Teils Trifft eher nichtzu
Trifft nicht zu
Security about Grammar
Es fällt mir schwer Grammatikregeln anzuwenden
Ich fühle mich unsicher beim Lösen von Grammatikaufgaben
42
Figure 13—Motivation and Grammar
This recommends to drastically change the way grammar is practice in class, especially because
motivation and positive emotions, such as fun while doing something, are both important for
language learning. In the next section findings of students’ perception of games will be
presented.
4.1.3 Games
In this section students’ perception of games will be analysed. Questions that dealt with this
topic were grouped together in order to obtain a general tendency whether students feel they
enjoy games in class or not. The following questions were asked:
1. I feel like I am too old for games (Ich fühle mich zu alt für Spiele im Unterricht.).
2. In my opinion it is a waste of time to play games in class (Ich finde Spiele im Unterricht
zu spielen sind Zeitverschwendung.).
3. I feel more motivated when we play games in class (Ich habe das Gefühl motivierter zu
sein, wenn wir Spiele im Unterricht spielen).
4. Playing games in class can increase my mood when I am not feeling well (Spiele im
Unterricht können meine Laune heben, wenn ich mich nicht gut fühle.).
5. I would like to play games more often in class (Ich würde gerne öfters Spiele im
Unterricht spielen.).
6. When we play games in class, it distracts me from future test. (Wenn wir spiele im
Unterricht spielen lenkt es mich von anstehenden Tests/ Schularbeiten ab.).
05
10152025303540
Trifft zu Trifft eher zu Teils Teils Trifft eher nichtzu
Trifft nicht zu
Motivation and Grammar
Ich bin sehr motiviert bei Grammatikthemen mitzuarbeiten
Ich habe Spaß daran Grammatik zu üben
43
7. I feel like learing more when we play games in class (Ich habe das Gefühl, dass ich mehr
lerne, wenn wir Spiele im Unterricht spielen.).
In order to analyse those questions together, question 11, 12, 13, 14 and 15 were transformed.
This means that for those questions 5 means strongly agree and 1 means strongly disagree. The
mean of all grouped questions was by 3.7, which matches an “agree” on the Likert—scale with
a standard variation of 0.7. This shows that the overall perception of the participant is positive
towards games in class, which can be seen in the distribution of answers in Figure 14 below.
Moreover, a very low number of students did not enjoy the game played in class and games in
general. This suggests that games should be used more often in class, not only to practice
grammar, but also in every other field possible of English in school.
Figure 14—Distribution of Answers "Games"
In addition to the overall “games” theme, students were asked how often they play games in
class. Possible answers were: “every day” (1), “once a week” (2), “once a month” (3) and
“never” (4). 60% (n=49) of the students claimed that they never play games in class and 35%
(n=29) stated that they would play games in class at least once a month. Only 5% (n=4) claimed
that they were exposed to games once a week. None of the participants stated that they play
44
games on a daily basis (x̅=3.5, s=1.1). The Ttest suggests that female students (x̅f=3.8, s=0.4,
p=0.05) tended to answer “never”, whereas male students (x̅m=3.4, s=0.6, p=0.05) claimed more
often that they play games once a month. This shows that games are a rarely used resource in
the Austrian EFL secondary classroom, or at least students perceive that they are hardly exposed
to games.
When asked whether they feel too old to play games or not, 82% (n=67) of the students
disagreed, with 50% (n=41) strongly disagreeing (fig. 15). Only 5% (n=4) of the participants
stated that they feel too old for games in classroom. This shows that games in classroom can be
played with older students as well and that age should not be a reason for not playing games in
class.
Figure 15—Ich fühle mich zu alt für Spiele.
Furthermore, students were asked whether they think that playing games in class is a waste of
time. Again, nearly all of the students (89%, n=73) disagreed that playing games in class is a
waste of time (fig. 16). 70% (n=57) even strongly agreed with this statement (x̅ = 4.5, s= 0.9).
Additionally, only 2% (n=2) of the participants claimed that they would not like to play games
in class and do something different instead. This suggests that students would appreciate
playing games in class more often. Moreover, the teacher would adopt the role of a guide and
could really focus on leading students.
3; 4% 1; 1%
10; 12%
26; 32%
41; 50%
1; 1%
Ich fühle mich zu alt für Spiele im Unterricht
Trifft zu
Trifft eher zu
Teils Teils
Trifft eher nicht zu
Trifft nicht zu
Ausgelassen
45
Figure 16—Ich finde Spiele im Unterricht zu spielen ist Zeitverschwendung
When asked if students feel more motivated in English class when games are being played. A
majority of 59% (n=48) agreed on feeling more motivated when games are used by teachers.
Nearly a quarter (21% n=17) strongly agreed that their motivation increases when games are
being played (fig. 17). In contrast, only 5% of all asked participants strongly disagreed on an
increase of motivation (x̅= 2.5, s=1.2). As the majority of the students feels more motivated
during English class, they are experiencing positive emotions, less anxieties and are therefore,
this can contribute to a better learning.
Figure 17— Ich habe das Gefühl motivierter zu sein, wenn wir Spiele im Unterricht spielen.
2; 2% 0; 0%7; 9%
16; 19%
57; 70%
Ich finde Spiele im Unterricht zu spielen ist Zeitverschwendung
Trifft zu
Trifft eher zu
Teils Teils
Trifft eher nicht zu
Trifft nicht zu
17; 21%
31; 38%
21; 25%
4; 5%
9; 11%
Ich habe das Gefühl motivierter zu sein, wenn wir Spiele im Unterricht spielen
Trifft zu
Trifft eher zu
Teils Teils
Trifft eher nicht zu
Trifft nicht zu
46
Moreover, students were asked if games can brighten their mood when they do not feel good.
A majority of 56% (n=46) agreed that games can make them feel better and 30% (n=25) felt
neutral about it (fig. 18). However, 14% (n=11) thought that games had no effect on their mood
(x̅= 2.4, s=1.2). This suggests that games can have a positive impact on the students’ mood,
which can reduce anxieties and create a better learning environment in general and should
therefore be considered as a useful tool in the EFL classroom. Additionally, two students stated
that they would be even more motivated if they would get a reward, for instance as the winner
of the game, which could be considered as well.
Figure 18— Spiele im Unterricht können meine Laune heben, wenn ich mich nichz gut fühle.
Furthermore, students were asked if they would like to play games more often in class. A large
majority of 81% (n=66) would like to increase the use of games in class, with 55% (n=45)
strongly agreeing (fig. 19). One must also consider that 7% (n=6) did not agree and would not
like to play games more often (x̅=1.7, s=1.0). One student stated at the open question in the end
that she would like to play games more often because it distracts her from things going on in
her private life and she is able to memorise grammar better. Therefore, these findings suggest
that both male and female students would appreciate playing games more often in class.
23; 28%
23; 28%
25; 30%
4; 5%7; 9%
Spiele im Unterricht können meine Laune heben, wenn ich mich nicht gut fühle
Trifft zu
Trifft eher zu
Teils Teils
Trifft eher nicht zu
Trifft nicht zu
47
Figure 19— Ich würde gerne öfters Spiele im Unterricht spielen.
Next, students were asked if games can distract them from future tests: 45% (n=36) of the
students claimed that games had no such effect on them, whereas 31 % (n=25) strongly
disagreed that there is a connection between distraction and games (fig. 20). 23% (n= 19) were
neutral and 33% of the students agreed that games can distract them from future exams (x̅=3.2,
s=1.5). One student claimed that she would appreciate playing games before or after an exam
in order to reduce stress. Here the data suggests that there is no clear majority; however, the
largest group of students tends to think games do not distract them from other exams.
Figure 20— Wenn wir Spiele im Unterricht spielen lenkt es mich von anstehenden Test/Schularbeiten ab.
45; 55%
21; 26%
10; 12%
4; 5%2; 2%
Ich würde gerne öfters Spiele im Unterricht spielen
Trifft zu
Trifft eher zu
Teils Teils
Trifft eher nicht zu
Trifft nicht zu
14; 17%
13; 16%
19; 23%
11; 13%
25; 31%
Wenn wir spiele im Unterricht spielen lenkt es mich von anstehenden Tests/ Schularbeiten ab
Trifft zu
Trifft eher zu
Teils Teils
Trifft eher nicht zu
Trifft nicht zu
48
Lastly, students were asked if they feel like they learn more when games are played in class. In
this case, a majority of the students (44%, n=36) were neutral in their answers (fig. 21). A third
of the participants (33%, n=27) agreed on games having a positive influence on their learning
output. However, a quarter of the students claimed that there was no such effect when games
are being played (x̅=2.84, s= 1.1). Still, three students claimed at the open question that they
would like to play games more often and that they would learn more, and especially without
pressure. However, the students surveyed were not exposed to games often (see figure 19). This
might be a reason why the majority of them had a rather neutral opinion and suggests that if
they were exposed to games more often they could form a stronger opinion on this topic.
Figure 21—Ich habe das Gefühl, dass ich mehr lerne, wenn wir Spiele im Unterricht spielen.
4.1.4 Grammar Games
In this section students findings of students’ perception of grammar games are presented. First,
the general outcome will be discussed. After, findings of each question will be examined
separately. Therefore, questions dealing with this theme were grouped together and analysed.
The questions asked were:
1. I would like to practice grammar with games more often (Ich würde gerne öfters
Grammatik mit Hilfe von Spielen üben bzw. Erlernen).
2. It feels like learing grammar is easier when we do it through games (Ich habe das Gefühl
Grammatik leichter zu lernen, wenn sie mir spielerisch beigebracht wird).
13; 16%
14; 17%
36; 44%
11; 13%
8; 10%
Ich habe das Gefühl, dass ich mehr lerne, wenn wir Spiele im Unterricht spielen
Trifft zu
Trifft eher zu
Teils Teils
Trifft eher nicht zu
Trifft nicht zu
49
3. It feels like when we practice grammar through games, I can practice other skills
(reading, writing, listening) without pressure as well (Ich habe das Gefühl, dass ich mit
Grammatikspielen auch meine anderen Englischfertigkeiten (lesen, sprechen,
schreiben) ohne Druck üben kann).
4. When we play grammar games, it feels like I can practice grammar without pressure.
(Wenn wir Grammatikspiele im Unterricht spielen, habe ich das Gefühl, ohne Druck
Grammatik üben zu können).
The mean of the data was by 2.3 with a standard variation of 1.0, which means that overall the
students felt positive towards grammar games. Only five participants out of 82 disagreed that
they would like to play grammar games more often and that grammar games have advantages
when used to practice grammar. This suggests that a majority of the students would like to
practice grammar more often through games and that they think grammar games bear a variety
of advantages. Next, each question will be discussed separately to obtain a more in depth view
on students’ perception.
Figure 22—Distribution of Answers "Grammar Games"
50
Firstly, students were asked if they would like to play grammar games more often to practice
grammar (fig. 23). A majority of 66% (n=54) of the students agreed that they would like to play
grammar games more often. 21% (n=17) were undecided and 13% (n=11) were not in favour
of playing grammar games. This could be the case, because as mentioned earlier the majority
of the students is not exposed to games often and therefore, they do not really know what it is
like to play games. The average answer was “agree” on the Likert—scale (x̅= 2.2, s=1.1), which
suggests that students enjoy grammar games and would like their teachers to use them more
often in class. Additionally, there was no significant difference between male and female found.
Still, nearly a quarter of the participants needs to be further input to decide whether they would
like to play grammar games more often or not.
Figure 23—Ich würde gerne öfters Grammatik mit Hilfe von Spielen üben bzw. erlernen.
Moreover, students were asked if they think that they are learning grammar easier when
grammar games are used instead of classic fill in exercises (fig. 24). Half of the students (50%,
n=42) agreed that they would learn better when grammar games are played, a quarter (27%,
n=22) were neutral and 22% (n=18) claimed that grammar games do not help them learning
easier (x̅=2.5, s=1.1). Additionally, a significant difference between male and female was
found. Male students agreed on average that learning grammar is easier for them when games
are being played (x̅m=2.1, s=1.7, p<0.05), whereas female students were neutral on average
(x̅f=3.0, s=1.3, p<0.05).
28; 34%
26; 32%
17; 21%
6; 7%5; 6%
Ich würde gerne öfters Grammatik mit Hilfe von Spielen üben bzw. erlernen
Trifft zu
Trifft eher zu
Teils Teils
Trifft eher nicht zu
Trifft nicht zu
51
All in all, this suggests that students find grammar games helpful. One student claimed that
grammar games would be a good way to practice grammar, because it is easier to learn new
structures and he stated that it would simply be more fund to practice grammar in that way. This
could be an important aspect of (grammar) games, because as mentioned before in chapter 4.1.2,
students who participated in this study were rather undecided or negative about the “fun” aspect
of grammar. Therefore, students can experience positive emotions through games, while
practicing grammar and when positive emotions are experienced the students’ performance is
better as well.
Figure 24—Ich habe das Gefühl die Grammatik leichter zu lernen, wenn sie mir spielerisch beigebracht wird.
Furthermore, students were asked if they had the impression that they could practice other skills,
such as, reading, writing and listening, as well when grammar games are being played. As can
be seen in figure 22 below, a majority of 61% (n=50) agreed, whereas 27% (n=23) strongly
agreed that this was true (fig. 25). Only 11% (n=9) had the impression that grammar games
cannot help them practice other skills as well and 28% (n=23) were undecided (x̅=2.3, s=1.3).
This suggests that playing games does not only help students practice the targeted skill, but also
enables them to practice a variety of other skills as well, which should be taken in consideration
by teachers.
21; 25%
21; 26%22; 27%
9; 11%
9; 11%
Ich habe das Gefühl die Grammatik leichter zu lernen, wenn sie mir spielerisch beigebracht wird
Trifft zu
Trifft eher zu
Teils Teils
Trifft eher nicht zu
Trifft nicht zu
52
Figure 25—Ich habe das Gefühl, dass ich mit Grammatikspielen auch meine anderen Englischfertigkeiten (Lesen, Sprechen,
Schreiben) ohne Druck üben kann.
Lastly, students were asked if they experienced that they could practice grammar without
pressure when grammar games are used. Almost three quarters of the participants (72%, n=59)
agreed that grammar games have a beneficial effect on them (fig. 26). One students claimed
that he would enjoy grammar games because they would make the environment of the English
class less strict and they would be a great variation of daily routine. However, 10% (n=8) of the
students did not have the impression that grammar games reduce pressure in the English class
(x̅=2.1, s=1.1). Still, this suggests that grammar games can be an excellent tool for some
students to reduce stress and pressure.
Figure 26—Wenn wir Grammatikspuele im Unterricht spielen, habe ich das Gefühl, ohne Druck Grammatik üben zu können.
22; 27%
28; 34%
23; 28%
3; 4%6; 7%
Ich habe das Gefühl, dass ich mit Grammatikspielen auch meine anderen Englischfertigkeiten (Lesen,
Sprechen, Schreiben) ohne Druck üben kann
Trifft zu
Trifft eher zu
Teils Teils
Trifft eher nicht zu
Trifft nicht zu
27; 33%
32; 39%
15; 18%
3; 4%5; 6%
Wenn wir Grammatikspiele im Unterricht spielen, habe ich das Gefühl, ohne Druck Grammatik üben zu
können
Trifft zu
Trifft eher zu
Teils Teils
Trifft eher nicht zu
Trifft nicht zu
53
In sum, the participants were generally very positive about learning English and the language
in general. However, most participants do not enjoy learning grammar, which is congruent with
the literature discussed in chapter 2. Findings suggest that students would like to play
(grammar) games more often and that a majority has the impression that (grammar) games have
a variety of benefits, such as reducing anxieties and making studying English more fun. Thus,
in teaching grammar, games could really improve the students’ attitudes. In the next section
findings of the teachers’ questionnaire will be presented.
4.2 Findings from the Teacher Questionnaire
In this section, findings of the teachers’ questionnaire will be presented and discussed. They
will be separated into three themes that have emerged during the analysis. The themes will be
presented in the following order: “Students and Games”, “Games” and “Grammar”. I first
present the findings of each theme in general and after, each question of every theme will be
discussed to provide further insight. The data was first analysed with Microsoft Excel to obtain
an overview of the general distribution of answers. Then the analyser programme SPSS was
used to analyse the mean, standard variation and significance. Moreover, by applying the Ttest,
it will be analysed if there is a relationship between answers and the gender of the participants
and if there is a tendency of answering for a certain age group. The age groups ranged from 20-
30, 31-40, 41-50, 51- 60 to 61-70.
Overall, there were 36 participants contributing to this study. All teachers were working at an
AHS in Austria. Moreover, 10 (27%) of the participants were male and 28 (73%) of them were
female. The age differed from 23 to 64, with an average of 45 years. The age distribution can
be seen in the chart below:
54
Figure 27—Distribution of Age Teachers
4.2.1 Students and Games
In this section teachers’ perception of students’ opinion about games will be presented. The
questions asked and grouped together were:
1. In my opinion students seem more motivated when games are played in class (Ich habe
das Gefühl, dass Schüler_innen motivierter sind, wenn Spiele im Unterricht verwendet
werden.).
2. In my opinion students seem to learn more when games are played in class (compared
to traditional methods) (Ich habe das Gefühl, dass Schüler_innen mehr lernen, wenn
Spiele im Unterricht verwendet werden (im Vergleich zu traditionellen
Unterrichtsmethoden))
3. In my opinion students seem to be able to study without pressure and more freely when
games are being used. (Ich habe das Gefühl, dass Schüler_innen befreiter und mit
weniger Druck lernen können, wenn Spiele verwendet werden.)
4. In my opinion students seem to learn better/ easier in class when games are being played.
(Ich habe das Gefühl, dass Schüler_innen durch Spiele im Unterricht besser/leichter
lernen.)
55
The overall mean of the grouped answers was 2.3 which relates to “agree” on the Likert—scale,
with a standard variation of 0.9. There was no significant difference between genders or age
groups. Moreover, there were only five teachers who disagreed that there were overall no
beneficial sides of games in classroom. To obtain more detailed insight into their perspectives,
each questions will be discussed and analysed in the next step.
Figure 28—Distribution of Answers "Students and Games"
Firstly, teachers were asked if they think that students were more motivated when games are
played in class. Three-quarters (76%, n=29) of the teachers agreed that students are more
motivated when games are played in class, with 37% (n=14) strongly agreeing (fig. 29). 13%
(n=5) were undecided and 11% (n=4) thought that games had no effect on students’ motivation.
None of the teachers strongly disagreed with the question. The mean response to this question
was 2.0, which correlates to “agree” on the Likert-scale, with a standard deviation of 1.0.
Concerning age, every group tended to answer “agree”, except teachers between 41 and 50 year,
who tended to be neutral. This suggests that the majority of the teachers thinks that games have
a beneficial effect on students’ motivation.
56
Figure 29—Ich habe das Gefühl, dass Schüler_innen motivierter sind, wenn Spiele im Unterricht verwendet werden.
Next, teachers were asked if they think that students would learn more when games are used in
class, compared to traditional methods (fig. 30). Nearly half of the teachers (45%, n=17) thought
that students would learn more when games are used in class. However, 32% (n=12) were
neutral about this topic and 9 (23%) teachers thought that games had no effect on the learning
output of the students (x̅=2.7, s=1.1). Teachers between 31-40 and 51-60 “agreed” on average,
whereas the rest of the participants were neutral towards the question. Compared to students,
teachers were more positive about the increased learning output when games were used.
Figure 30—Ich habe das Gefühl, dass Schüler_innen mehr lernen, wenn Spiele im Unterricht verwendet werden.
14; 37%
15; 39%
5; 13%
4; 11% 0; 0%
Ich habe das Gefühl, dass Schüler_innen motivierter
sind, wenn Spiele im Unterricht verwendet werden
Trifft zu
Trifft eher zu
Teils Teil
Trifft eher nicht zu
Trifft nicht zu
6; 16%
11; 29%
12; 32%
7; 18%
2; 5%
Ich habe das Gefühl, dass Schüler_innen mehr lernen, wenn Spiele im Unterricht verwendet werden
Trifft zu
Trifft eher zu
Teils Teil
Trifft eher nicht zu
Trifft nicht zu
57
Moreover, teachers were asked if they think that students would learn with less pressure and
more freely when games are used in class. A majority of 79% (n=30) agreed that students would
learn with less pressure and more freely, with 47% (n=18) strongly agreeing (fig. 31).
Additionally, 4 participants (11%) disagreed that games had no such effect on students and 10%
(n=4) of the surveyed teachers were neutral. The mean was by 1.9, with a standard variation of
1.1, which overall matches an “agree” on the Likert scale. The answer distribution when age
was considered showed significant differences in SPSS. Teachers between 20-30 and 51-60
years “agreed” on average, whereas teachers between 31-40 and 61-70 “strongly agreed”. The
age group between 41 and 50 were neutral towards the posed question. This suggests that
overall the teachers believe that games can reduce pressure of the students and that they
therefore learn more freely.
Figure 31—Ich habe das Gefühl, dass Schüler_innen befreiter und mit weniger Druck lernen können, wenn Spiele verwendet
werden.
Lastly, teachers were asked if they had experienced that students were learning more and better
if games were used in class. 16% (n=6) strongly agreed that the learning output is higher when
games are used in class, 37% (n=14) agreed, 26% (n=10) were neutral, 18% (n=7) disagreed
and one participant (3%) strongly disagreed. Overall, the mean was 2.6, which matches
“neutral” on the Likert scale, when rounded (s=1.1). Moreover, a significant difference between
ages was found. Teachers between 20-30 and 41-50 were neutral in their answering on average,
whereas teachers between 31-40, 51-60 and 61-70 were more positive about the increased
learning output of students and “agreed” on average.
18; 47%
12; 32%
4; 10%
3; 8%1; 3%
Ich habe das Gefühl, dass Schüler_innen befreiter und mit weniger Druck lernen können, wenn Spiele
verwendet werden
Trifft zu
Trifft eher zu
Teils Teil
Trifft eher nicht zu
Trifft nicht zu
58
Figure 32—Ich habe das Gefühl, dass Schüler_innen dzrch Spiele im Unterricht besser/leichter lernen.
4.2.2 Games
In this section, teachers’ perception of games will be presented. Therefore, all questions dealing
with this topic were grouped together to an overall theme. This theme, called “games” will
provide an overall overview of the teachers’ perception of games, for instance, why they use
them or do not use them in class. After the general overview each question will discussed
separately to provide a more in depth view on teachers’ opinion about games. The questions
posed were:
1. I don’t use games in class because the preparation takes too long/ it’s too much effort
(Ich verwende keine Spiele im Unterricht, da die Vorbereitung zu aufwendig ist/ zu
lange dauert).
2. I don’t use games in class because parents could think that their children don’t learn
anything and complain. (Ich verwende keine Spiele im Unterricht, da viele Eltern Druck
machen, weil sie denken ihre Kinder lernen dabei nichts).
3. I don’t use games in class because students can appear to be very noisy to others (Ich
verwende keine Spiele im Unterricht, da die Klasse auf andere sehr laut und unruhig
wirken könnte).
4. I use games in class because I’d like to offer a variety of different task to my students.
(Ich verwende Spiele im Unterricht, um Schüler_innen eine möglichst große Spanne
an Lernmöglichkeiten anzubieten).
5. In my opinion playing games in class is a waste of time. (Ich finde Spiele im Unterricht
zu spielen ist Zeitverschwendung).
6; 16%
14; 37%10; 26%
7; 18%
1; 3%
Ich habe das Gefühl, dass Schüler_innen durch Spiele im Unterricht besser/leichter lernen
Trifft zu
Trifft eher zu
Teils Teils
Trifft eher nicht zu
Trifft nicht zu
59
6. In my opinion, games offer an authentic context for students to practice English (Ich
finde Spiele im Unterricht bieten Schüler_innen einen authentischen Kontext um die
englische Sprach üben zu können).
The answer options of question 4 and 6 were transformed, which means that for both questions
1 matches “strongly disagree” and 5 matches “strongly agree”. This is the other way around
compared to the other questions of this theme. However, in order to analyse all questions as a
group, to obtain an overall overview of teachers’ perception of games this was necessary.
Overall teachers were very positive about games. They agreed on games having a variety of
benefits. On average, they answered with a 4.2 on the Likert scale, which matches an “agree”
(s=0.7). Additionally, the answer distribution between male and female participants and the
different age groups, which can be seen below, was analysed. There was no significant
difference found.
Figure 33—Answer Distribution "Games"
60
Firstly, reasons why teachers do not use games were explored. Three questions, each asked a
different reason why teachers might not use games, were stated. First, teachers were asked if
they do not use games because the preparation is too much work (fig. 34). A majority of 74%
(n=28) agreed, with 55% strongly disagreeing that this is not a reason why they do not use
games in class. Still, 21% (n=8) agreed that it is too much effort for them to prepare games
compared to the benefits of games. On average, teachers disagreed with a 4.0 on the Likert scale
(s=1.4). There was no significant difference between male and female found. However, teachers
between 20 and 30 tended to be more neutral about this question, whereas teachers between 31-
60 years disagreed that time on average and claimed effort was not a reason why they do not
use games in class and teachers between 61 and 70 even strongly disagreed.
Next teachers were asked if they do not use games because parents could think that their
children do not learn anything and complain. Here even more teachers strongly disagreed 89%,
n=34), which means that for nearly all teachers surveyed, parents did not influence their choice
on games. Only 2 (6%) teachers agreed that the possible pressure of parents hinders them in
using games in class.
Lastly, teachers were asked if they do not use games because their students could appear nosier
to others, which could suggest that the teacher has lost control of the group. Three third (73%,
n=28) disagreed that the noise level influenced their choice to use games or not, whereas, half
of them (55%, n=21) strongly disagreed. Moreover, 16% (n=6) were neutral towards this
question and 11% (n= 4) agreed that they do not use games in class because of the noisiness of
the students. On average teachers answered “disagree” with a 4.2 on the Likert scale (s=1.1).
There was slight difference in answering for the different age groups. Overall, teachers between
20-30 and 41-60 disagreed, whereas teachers between 31-40 and 61-70 were stronger in their
answers by strongly disagreeing.
Besides the Likert scale questions, some teachers stated why they do not use games in class at
the open question in the end. One teacher claimed that she does not use games because of having
not enough time and the size of the group is too big in the average AHS class. Moreover, one
teacher stated that it took too much time to find or create appropriate games for class and that
it is depending on the group dynamics of the class. He claimed that playing games depends on
how well students get along with another in one class as well, because if the group does not get
along well, games do not make sense, because students would fight too much with each other.
61
Finally, one teacher claimed that she has no experience in teaching grammar through games
and states that if she was able to play those games on her own during a seminar, she would be
more likely to use games in class.
In sum, this suggests why some teachers do not use games in the EFL classroom. However, to
draw a significant conclusion further research needs to be done, focusing exclusively on this
topic. Still, this outcome offers a little insight of what teachers are influenced by when deciding
an activity for their students in the English class.
Figure 34—Reasons why Teachers do not use Games
Furthermore, teachers were asked if they use games because they want to offer a great variety
of different tasks to their students. A majority of 84% (n=32) agreed, whereas 47% (n=18)
strongly agreed that material variety is a reason why they use games in class. 8% (n=3) of the
participants were neutral and also 8% (n=3) disagreed that this was a reason for using games
(fig. 35). None of the participants strongly disagreed with this question. On average the
participants answered 1.9, which overall matches an “agree” on the Likert scale with a standard
variation of 0.9. Concerning age, teachers agreed on average, only teachers between 61 and 70
strongly agreed. This suggests that teachers can offer a variety of different activities when
games are used in class, which is why they are used by a majority of teachers.
3 52
7
21
1 1 0 2
34
1 36 7
21
0
10
20
30
40
Trifft zu Trifft eher zu Teils Teil Trifft eher nicht zu Trifft nicht zu
Reasons why Teachers do not use Games
Ich verwende keine Spiele im Unterricht, da die Vorbereitung zu aufwendig ist/ zu lange dauert.
Ich verwende keine Spiele im Unterricht, da viele Eltern Druck machen, weil sie denken ihre Kinderlernen dabei nichts.
Ich verwende keine Spiele im Unterricht, da die Klasse auf andere sehr laut und unruhig wirken könnte.
62
Figure 35—Ich verwende Spiele im Unterricht, um Schüler_innen eine möglichst große Spanne an Lernmöglichkeiten
anzubieten.
Next, teachers were asked if they thought that playing games in class is a waste of time. A
majority of 76% (22) claimed that playing games in class is not a waste of time (fig. 36). 14%
(n=4) were neutral and 7% (n=2) agreed that games should not be played in classroom (x̅=4.3,
s=1.0). When gender was taken in consideration, female teachers tend to “disagree” with an
average answer of 4.2 (s=0.2), whereas male teachers were even stronger in their opinion by
“strongly disagreeing on average (4.7, s=0.2). Furthermore, teachers between 20-30 and 41-60
disagreed on average, whereas teachers between 31-40 and 60-70 even strongly disagreed.
Moreover, one teacher stated in the open question in the end of the questionnaire that she thinks
that “although many teachers believe that games are a waste of time, I think that especially,
through games, grammatical structures can be used intuitively and naturally by the students,
whereas in contrast, when only classical fill-in tasks are used, language is often only analysed
and the grammatical features often cannot be used outside this context.”. This overall suggests
that teachers do not think that playing games in class is a waste of time.
14; 37%
18; 47%
3; 8%3; 8% 0; 0%
Ich verwende Spiele im Unterricht, um Schüler_innen eine möglichst große Spanne an Lernmöglichkeiten
anzubieten
Trifft zu
Trifft eher zu
Teils Teil
Trifft eher nicht zu
Trifft nicht zu
63
Figure 36—Ich finde Spiele im Unetrricht zu spielen ist Zeitverschwendung.
Lastly, teachers were asked if they think that games offer an authentic context to practice the
English language (fig. 37). 55% (n=21) agreed that games provide authentic context, 21% (n=8)
were neutral and 24% (n=8) disagreed that games have this quality (x̅=2.5, s=1.3). There was
no difference between male and female participants. Age wise, teachers between 20-30, 41-50
and 61-70 agreed on average, whereas teachers between 31-40 and 51-60 tended to be rather
neutral about this topic. Overall, this suggests that teachers think that games provide an
authentic context and overall a variety of benefits.
Figure 37—Ich finde Spiele im Unterricht bieten Schüler_innen einen authentischen Kontext um die englische Sprache üben
zu können.
1; 4% 1; 3%
4; 14%
1; 3%
22; 76%
Ich finde Spiele im Unterricht zu spielen ist Zeitverschwendung
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10; 26%
11; 29%
8; 21%
8; 21%
1; 3%
Ich finde Spiele im Unterricht bieten Schüler_innen einen authentischen Kontext um die englische Sprache
üben können
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Besides the overall “game” theme teachers were asked as well how often they use games in
class. Only one teacher (3%) claimed that he never plays games in class, 45% (n=17) stated that
they use games at least once a month, 10% (n=4) play games in every lesson and 42% (n=16)
responded that they play games once a week.
In sum, the majority teachers surveyed believed that games offer a variety of benefits and are
therefore, not a waste of time. All in all, the teachers’ perception of games in this study does
not match with the actual usage of games. In the next section, teachers’ beliefs about grammar
will be discussed.
4.2.3 Grammar
In this section, teachers’ perception of grammar and their use of grammar activities will be
discussed and analysed. First, each question of the questionnaire covering this topic will be
grouped together to the overall theme “grammar” to obtain a general overview of teacher’s
believes. Overall, teachers were rather neutral about their usage of grammar and whether they
think students enjoy learning grammar. Question 3 was transformed again to make the answers
of this question comparable to the rest. Therefore, 1 means “strongly disagree”, whereas 5
matches “strongly agree” on the Likert scale. The following questions were asked:
1. I like to use games to practice grammar in class (Ich greife gerne auf Spiele zurück um
Grammatik im Unterricht zu üben).
2. I prefer to use exercises in the school book/ exercise book to practice grammar. (Ich
verwende lieber die Übungen im Schulbuch bzw. aus Übrungsbüchern um Grammatik
zu üben).
3. It feels like my stundets enjoy practicing grammar (Ich habe das Gefühl, dass meine
Schüler_innen Spaß am Grammatik üben haben)
The average answer of those grouped questions matched “neutral” on the Likert scale with
mean of 3.0 and a standard variation of 0.8. This distribution can be seen below in figure 38,
which resembles a bell curve, with the maximum by 3.3. However, there was no significant
difference between the age groups and male and female teachers found. Therefore, no general
tendency of teachers’ use of grammar and their opinion of student’s grammar perception can
65
be drawn. In the next section, each questions will be discussed and analysed individually to
obtain a more detailed view on each question.
Figure 38—Answer Distribution "Grammar"
First, teachers were asked if they liked to use games to practice grammar in class. A majority
of 59% (n=22) agreed, 27% (n=10) of them strongly that they like to use games to practice
grammar (fig. 39). 14% (n=5) were neutral, and 27% (n=10) did not use games to practice
grammar in class. On average, teachers answered with a 2.5 (s=1.3), which is between “agree”
and “neutral”. Overall, there was no significant difference between male and female teachers
found. Additionally, teachers aged between 20 and 40 tend to agree that they like to use
grammar games in class, whereas teachers between 41 and 60 were neutral on average. In sum,
this suggests that more than half of the surveyed teachers agreed that they like to use games to
practice grammar in class. However, it suggests that teachers actually use games in class, but
this assumption does not match with the students’ perception.
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Figure 39—Ich greife gerne auf Spiele zurück um Grammatik im Unterricht zu üben.
Moreover, teachers were asked if they would prefer to use exercises in the school book and
exercise book to practice grammar. A majority of 55% (n=17) agreed that they prefer to use
exercises of school books/ exercise books over games to practice grammar (fig. 40). However,
a quarter (26%, n=10) were neutral and 29% (n=11) disagreed to prefer exercises of school and
exercise books. Teachers answered with a 2.7 on average, with a standard variation of 1.2.
Furthermore, teachers between 20 and 50 were neutral towards this question, teachers between
51 and 60 agreed on average and teachers between 61 and 70 disagreed. Additionally, a
significant difference in answering for male and female teachers that were between 51 and 60
years was found. Male teachers tented to be neutral (x̅m=3.2, s=1.1, p<0.5) and female teachers
tended to agree that they prefer school book exercises (x̅f=2.0, s=0,9, p<0.5). However, in
general there was no significant difference between male and female teachers found. In sum,
this suggests that a majority of the teachers prefer school book grammar exercises over grammar
games in class. Especially, female teachers between 51 and 60 years favour school book
exercises.
10; 27%
12; 32%
5; 14%
8; 22%
2; 5%
Ich greife gerne auf Spiele zurück um Grammatik im Unterricht zu üben
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Figure 40—Ich verwende lieber die Übungen im Schulbuch bzw aus Übungsbüchern um Grammatik zu üben.
Lastly, teachers were asked if they think that their students enjoy practicing grammar. 38%
(n=15) of the surveyed teachers agreed that their students have fun while practicing grammar.
Moreover, almost half of the participants (49%, n=10) had the feeling that they cannot asses
their students’ mood during grammar practice and 29% (n=11) thought that their students did
not enjoy practicing grammar (x̅=2.7, s=0.9). On average, teachers between 20 and 60 were
neutral towards this topic, only teachers between 61 and 70 agreed that their students enjoy
practicing grammar.
Additionally, teachers were asked if they were interested in further training dealing with the
topic of grammar games. A great majority of 79% (n=30) agreed that they would like to have
further training. 13% (n=5) claimed that they were not interested in further training (fig. 41).
The average was by 2.0, which matches a degree on the Likert scale (s=1.2). Moreover, every
age group agreed on average, except for teachers between 51 and 60, they were neutral. This
suggests that overall teachers would favour further training dealing with “grammar games”,
which should be taken in consideration, because if those trainings would be offered, more
teachers might use (grammar) games in class, which can bring a variety of benefits.
8; 21%
9; 24%
10; 26%
9; 24%
2; 5%
Ich verwende lieber die Übungen im Schulbuch bzw. aus Übungsbüchern um Grammatik zu üben
Trifft zu
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Teils Teil
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Figure 41—Ich wäre daran interessiert Fortbildungen zum Thema "Grammatikspiele für den Unterricht" zu besuchen
In sum, the teachers surveyed are very positive in general towards (grammar) games. Teachers
believe that games offer a variety of benefits for their students. For instance, they think that
games can improve students learning output and reduce anxieties and pressure. Moreover, the
findings suggest that a majority of the teachers actually use games in class and that they do not
think that playing games in the EFL classroom is a waste of time. Additionally, the outcome
suggests that teachers favour games to practice grammar and to offer a great variety of
exercises. Still, 50% of the surveyed teachers claimed to prefer textbook exercises. However,
nearly all of the teachers would enjoy further training in creating “grammar games”.
4.3 Students’ and Teachers Perceptions Compared
Students and Games
In this sub—section, teachers opinion about their students’ perception of games will be
compared to the students’ actual perceptions to find out whether the overall outcome matches
or if there are differences between the perceptions of the two groups.
When asked whether teachers think that their students would feel more motivated when games
are used in class, three-quarter of the teachers agreed, whereas 11% claimed that games had no
such effect (fig.42). This outcome matches with the students’ opinions about motivation and
games. A majority of the students thought as well that games can increase their motivation in
class. Therefore, it suggests that games should be used more often in class, because both
students and teachers think that they can increase the students’ motivation.
16; 42%
14; 37%
3; 8%
2; 5%3; 8%
Ich wäre daran interessiert Fortbildungen zum Thema „Grammatikspiele für den Unterricht“ zu besuchen
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Next, teachers were asked whether they think that the learning output of their students is higher,
when games are used in class. Half of the teachers stated that they agree with this statement.
Still, a third were undecided and 20% of them claimed that games did not increase the learning
output. Compared to teachers, students were less positive about the increasing learning output
of games. Here only a quarter of the students agreed with the statement, which is half as much
compared to the teachers' outcome. However, a great majority of 44% were neutral about the
effects of games on the learning output. This suggests that teachers should act here and offer
their students a variety of games in order for them to shift their opinion in a, hopefully, more
positive direction.
Moreover, the question was posed whether games can reduce the pressure on the students
during the English lesson. A majority of 80% agreed on games having this beneficial effect,
whereas 11% disagreed. This coincides with the students’ perception of games; Three quarter
of the students surveyed before also agreed that games can lead to a reduction of pressure, which
can help them to learn, for instance, grammar easier.
Furthermore, it was asked whether teachers think that their students could acquire grammatical
structures easier when games are used. Half of the teachers claimed that this was true. However,
a quarter was undecided whether games had such a beneficial effect on students or not. This
could be because games are often used to practice already acquired grammar rather than being
used to introduce a new grammar topic. Students were even more neutral (44%) about this topic
compared to teachers. A reason for this might be that the surveyed students were not exposed
to games very often.
Additionally, both, students and teachers, were asked how often games are being played in
class. Interestingly the findings different here respectively. 45% of the teachers claimed that
they would use games in class at least once a month. 42% of them even stated to use games at
least once a week. Only one teachers (3%) claimed that games are never used in class and, on
the contrary, 4 teachers stated to use games in every lesson. Compared to the students answers
this differs significantly. 60% of them claimed that they never play games in class. 35% stated
that games were used at least once a month as a source by their teachers. None of them claimed
that games are used in every lesson and 4 students stated that games are used once a week. This
shows that in this case the students and teachers perceptions do not match at all.
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Figure 42—Wie oft werden Spiele im Unterricht gespielt?
Next, both groups were asked if they think that playing games in class would be a waste of
time. A majority of 90% of the students disagreed and claimed that games would be no waste
of time. 79% of the teachers disagreed with games being a waste of time as well, but 15% were
still undecided. They might change their opinion towards games if they would know how many
of their students would actually like to play games in class.
Lastly, it was surveyed whether teachers think that their students enjoy learning grammar or
not. 38% of the teachers agreed that they had the feeling their students would enjoy learning
grammar (fig. 43). Half of them thought that they could not asses their students’ enjoyment and
therefore stayed neutral and 29% claimed that their students would not appreciate learning
grammar. Compared to teachers, a greater majority of 49% of the students claimed that they
would not enjoy practicing grammar. This differs significant of the teachers’ assessment,
because a greater majority of the teachers actually thought that their students’ would enjoy
practicing grammar. However, a majority of the teachers stated to use games on a regular bases,
whereas the surveyed students claimed that games were hardly ever used in class, which could
explain the difference.
0
4
29
49
17
4
16
1
0 10 20 30 40 50 60
every day
once a week
once a month
never
Wie oft werden Spiele im Unterricht gespielt?
Teachers Students
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Figure 43— Ich habe Spaß daran Grammatik zu üben
4.4 Conclusion
One aim of this study was to investigate students’ and teachers’ perception of grammar games.
Overall, students were positive towards games, only a few of the participants thought that games
should not be played in class. However, a majority of them does not enjoy learning grammar,
which suggests that teachers should change the way they teach and practice grammar.
Moreover, the majority of the students felt generally good about learning English and
experienced positive feelings in English class. Still, a minority felt anxious in class, which
should be taken in consideration by their teachers, because the main aim for teachers should be
that all of their students enjoy learning English. Here, grammar games could help teachers to
accomplish this goal, because games can reduce anxiety and help to create a more pleasing
learning environment.
Teachers were very positive towards (grammar) games as well. They believe that games offer
a variety of benefits. Still, some reasons why a minority of teachers does not use grammar
games in class appeared, for instance, the extra amount of time game preparation needs was
one reason, why some teachers preferred the textbook exercises over game playing. However,
a majority of teachers were eager to go into further training when it comes to using games in
class. When teachers were asked how they think their students feel towards grammar, teachers
were more positive than students. This shows that the teachers’ and students’ perception does
not match in this case. Still, the findings of the questionnaires show that overall teachers’ and
students’ perception matches when it comes to the benefits of games in classroom.
5
14
26
23
14
3
12
17
5
1
0 5 10 15 20 25 30
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Teils Teils
Trifft eher nicht zu
Trifft nicht zu
Ich habe Spaß daran Grammatik zu üben
Teachers' Believe Students
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Interestingly, the students’ perception of how often grammar games were used in class differed
significantly from the teachers claims. The students’ perception matches with the assumed state
of game usage in class. Therefore, the outcome of the teachers’ questionnaire regarding this
questions is rather surprising.
Overall, both, teachers and students felt positive towards games. However, why games still
appear to be an underused source in the Austrian EFL classroom needs to be further examined.
Nevertheless, the wish to play games more often is there on both sides, which can already be
seen as basis for the future. In the next session, the findings will be discussed.
5. Discussion
In this section, findings that have been presented in the previous chapter will be set in
correlation with literature that was discussed in chapter 2. Overall, the results will be discussed
with regard to motivation, grammar, grammar games, gender and age.
5.1 Motivation
One part of this study was to find out students’ feelings towards English in general and
investigate their reasons for learning English as a second language. Overall, three-quarter of the
students felt very positive towards English. Although this might seem to be good already, still
13% of the students claimed to feel stressed during the English lesson. This should be taken in
consideration by their teachers, because learning English and feeling good while doing it is not
only important for the majority of the students, it should be reality for all of them. This findings
show that there still is room for improvement because no one should feel anxious in class,
especially, because as Oxford (2005) argued anxiety and negative emotions can reduce
motivation of a learner, can lead to a negative attitude towards the language and can even
influence students’ language performance. In order to combat language anxiety, teachers should
actively ask their students why they feel this way to find out if there is a certain trigger or if the
language anxiety has already become a character trait (Oxford, 2005, p. 60). In both cases,
students and teachers should work together to create a learning environment where
predominantly positive emotions are present to ensure that all students enjoy learning English.
Additionally, teachers should check if their exercises and activities fit the level and expectation
of the students. Students’ motivation is based on their individual assessment of how likely it is
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to complete a given task and on the reward given for succeeding as well (Dörnyei & Ushioda,
2011, pp. 13–14). Therefore, if the task is too hard or the reward is not valuable enough,
students motivation will decrease and negative emotions can occur, which can lead again to a
weaker language performance. However, if teachers adapt their material in an appropriate way,
it can boost the students’ motivation and can lead to a better learning outcome (Hall & Götz,
2013, p. 34)..
Moreover, students were asked for reasons why they learn English. A major reason for students
learning English was because they like the language in general and they see a future use in
speaking English, for instance during holidays or a job. Students with this language learning
background are normally intrinsically motivated. Intrinsically motivated means that “one
carries out an activity for enjoyment or satisfaction it provides” (Williams et al., 2015, p. 106).
Nevertheless, half of the students claimed that they would only learn English because they have
to, as English being part of the curriculum in school. These students are mainly not intrinsically
motivated, they are extrinsically motivated, which means that “one does something in order to
achieve another goal that is not related to the activity itself.” (Williams et al., 2015, p. 106).
Another goal, for instance, could be to finish school. For teachers it might be crucial to know
whether their students are extrinsically or intrinsically motivated. If their students are already
intrinsically motivated, they will be more eager and motivated to collaborate in a given activity.
If their students are, however, extrinsically motivated, teachers can find ways to further
motivate their students and show them more reasons why leaning English is important, to make
sure a greater majority enjoys learning English and therefore they become more motivated,
because a variety of studies has shown that there is a connection between higher motivation and
positive emotions (Hall & Götz, 2013, p. 34).
To conclude, this study has explored that overall, the majority of the students feels positive
towards English. Still, teachers should create a positive learning environment for all students.
Additionally, the results revealed as well that a great part of the students is already intrinsically
motivated. Still teachers need to try to motivate the rest of the students as well.
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5.2 Grammar
Another aspect of this study was to investigate students’ and teachers’ perceptions of grammar.
Students were asked if they like to contribute to grammatical topics in general. The majority of
45% of the students were neutral about their motivation towards grammar. A third felt positive,
whereas a quarter claimed to be highly unmotivated when grammar topics are discussed. This
might be the case because, as Ur (2012) and Yolageldili and Arikan (2011) claimed, a majority
of the teachers nowadays still teaches grammar only explicitly. However, as discussed
previously in section 2.2, teaching grammar only explicitly does neither lead to a higher
learning performance, nor do drill and repetitive exercises motivate students, because doing the
same all over again can become boring quickly. Interestingly, teachers believes about their
students’ motivation towards grammar was way more positive than the students’ actual feelings.
40% of the teachers had the feeling that there students were actually motivated to contribute to
grammatical topics. This difference shows that the opinions are mismatched, teachers should
therefore talk to their students to ensure that students benefit from the way grammar is taught
as much as possible. Moreover, further training in grammar teaching should be offered to ensure
that old, abandoned grammar teaching approaches leave the classroom and teachers feel
comfortable enough to try out new concepts, such as, communicative language teaching, which
differs, as mentioned in chapter 2.2, in various ways from the traditional way of teaching
grammar explicitly. Additionally, the Austrian curriculum suggests that the main goal of
teaching English in Secondary classes is to teach the language in a communicative way to
ensure that the learners are able to communicate orally and in written from (Bundesministerium
für Unterricht, Kunst und Kultur). This shows that the current way of teaching grammar
explicitly does not match with the Austrian curriculum and emphasise the importance of
communicative language teaching as a grammar teaching approach in the Austrian EFL
classroom.
Moreover, students were asked if they had fun while practicing grammar. 45% of the students
agreed on NOT having fun during grammar practice, whereas only 6% actually claimed to have
fun. This finding suggests that grammar lesson are often considered boring by students.(Luu
& Nguyen, 2010, p. 70) . As mentioned earlier, this might be the case because still a majority
of teachers uses the presentation—practice—production (PPP) model (Ur, 2012, p. 84). Within
this model, grammar is taught explicitly by presenting rules to the students, which they have to
practice afterwards over and over again. Therefore, students often believe that grammar
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learning is no fun at all. This recommends to drastically change the way grammar is practiced
in class, especially, because motivation and positive emotions, such as fun while doing
something, are both important for language learning. This could be done by including
communicative language teaching elements in teaching and by creating more meaningful
activities for the students.
When asked if students had difficulties in applying grammatical rules and whether they feel
insecure about solving grammar task in general, a majority of the students claimed that no such
problems occurred. Interestingly, this findings contradict with the literature. Ur (2012) claimed
that students often fail to apply grammatical rules if they are taught explicitly and that research
assumes that grammar should be taught implicitly. However, this might be the case, because
when those questions were posed students might have thought of their classic gap-fill exercise
where they simply had to apply the rule they had learned, which normally works for simple
grammar exercises. This might not be the case if students had to apply grammar in a
communicative situation and would see this situation as their “grammar practice” instead of fill
in exercises, but as mentioned before, CLT teaching often does not take place in the modern
EFL classroom.
When teachers were asked about their sources they use to teach grammar, half of them claimed
that they would mainly use textbook exercises. This might be another reason why practicing
grammar is unpopular among students. Although textbooks have changed a lot in the last two
decades, grammar exercises are often built up in the same way and often resemble gap filling
exercises that do not provide authentic language context. As it is assumed that a majority of the
teachers uses the textbook as source exclusively, a possible solution to combat the bad record
of grammar teaching, could be to use a variety of sources to practice grammar. Students could
experience a variety of different approaches and could find ways to actually enjoy practicing
grammar. An example of an alternative source are grammar games. When asked, 60% of the
teachers claimed to use grammar games sometimes to practice grammar. Games can be an
excellent source to practice grammar because they offer a variety of benefits. For instance,
Constantinescu (2012, as in Gozu & Caganaga, 2016, p.128-129) claims that games can
“Games build up learners’ English repertoire in a familiar and comfortable environment (even
for students who may have special needs), where they feel confident” and games can “increase
motivation and desire for self-improvement”. As mentioned before, the majority of the students
does not favour grammar out of boringness and a lack of motivation, here games could combat
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these issues. However, how (grammar) games are perceived in general by teachers and students
will be discussed in the next sub-chapter.
5.3 (Grammar) Games
The main aim of this study is to find out students’ and teachers’ perception of grammar games
in the Austrian EFL classroom. The first research question was posed, in order to find out how
grammar games affect student’s motivation, feelings and tendencies towards grammar in
general. The second research question wants to investigate how teachers perceive the use of
grammar games with regards to motivation and learning successes of their students and their
reasons for or against using grammar games in class. Moreover, this study investigated the use
of games in the Austrian classroom in general.
5.3.1 The Use of (Grammar) Games in the Austrian EFL Classroom
Are grammar games still an underused source in the Austrian EFL classroom?—This was one
of the mains aim this research projects investigated.
Unfortunately, no literature that addressed the use of (grammar) games in Austria was found.
However, due to personal observations and discussions with other teachers, it was assumed that
(grammar) games are a rarely used source in the Austrian EFL classroom. Therefore, this study
investigated how often (grammar) games are used for language learning, by asking both,
teachers and students about their perception. The study found out that the perception of game
use in class differs significantly within the groups. 45% of the teachers claimed to use games at
least once a month and 42% even stated to use games once a week. Only one teacher claimed
that he or she never uses games in class. In contrast, majority of 60% of the students stated that
games are never played, whereas 35% claimed that games are used at least once a month. The
outcome of the teachers’ questionnaire does not match with the assumed outcome, because it
was assumed that games are a rarely used source in the EFL classroom. Although, teachers
might think that they already use enough and the right sort of games, the students’ results shows
that this might not be the case. Therefore, this outcome suggests that teachers should revise
their game based learning material, because right now students do not seem to recognise that
games are even used in class.
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5.3.2 Students’ and Teachers’ Believes about (Grammar) Games’ Benefits
As literature suggests games offer a variety of benefits. Not only, can games have a positive
impact on students’ motivation, but also, games are able to reduce anxiety and lead to a level
of higher self-confidence (Gozcu & Caganaga, 2016, p. 127). Therefore, a major aim of this
study was to investigate the benefits games can have, according to students and teachers.
The study revealed that one major benefit of games is the motivating factor they have for
students. 59% of the students claimed to feel more motivated when games are used. This result
should be taken in consideration by teachers, because literature has shown that increased
motivation and enjoyment are linked to a positive impact on the learning outcome of students
(Hall & Götz, 2013, p. 30). Moreover, not only the learning outcome can improve, but also
students can become intrinsically motivated by engaging in an activity “to experience pleasant
sensation” (Dörnyei & Ushioda, 2011, p. 23). Nonetheless, a quarter felt undecided about the
effect games have on their motivation. This might be the case because not every students has
been exposed to (grammar) games on a regular basis. To understand why 16% did not find
playing games motivating, further research needs to be done. When teachers were asked about
their believes, 76% reported that they imagine their students more motivated when using a game
based teaching approach. This outcome is very similar to the teachers’ opinions in Stojkovic
and Jerotijevic (2011) study; they found out that the main benefit of games for teachers was
that they appear to motivate their students. An analogical result was found as well in
Yolageldili’s and Arikan’s (2011) study, there 87% of the teachers claimed that they “believe
that games are highly motivating and entertaining” (Yolageldili and Arikan, 2011, p. 226). This
suggests that the majority of teachers is aware of the motivating effect games can have on
students.
Moreover, the findings showed that games can reduce stress and related to that, anxiety for
some students. The main factors that caused the reduction of stress, were: games can increase
the students’ mood, they can distract them from future tests and games can reduce pressure. For
instance, a quarter claimed that games have a distracting effect on them, when there is a lot of
work to do. This might not appear a lot, especially because the majority of 44% believed games
had no such effect on them, but still games reduced stress of a minority of students, which
results that they feel more positive during the English lesson. 56% of the students even reported
that playing games can brighten their mood when feeling bad. This is an important finding
because as Oxford (2005) claimed, various studies have found a negative relation between
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language anxiety and grades, test performance, performance in writing and speaking, self-
confidence and self-esteem (Oxford, 2005, p. 61).
Additionally, the study revealed as well that games can lead to a reduction of pressure, when
students, for example, practice grammar. A reason for this could be that a majority of teachers
uses the presentation—practice—production model on a regular basis. A side effect of this
model is that errors were seen as something “unnatural” that had to extinguished immediately
in order to avoid that those errors would become “a permanent part of the learner’s speech”
(Richards, 2006, p. 7). If this is the case, it seems logically from the perspective of a teacher
that games reduce students’ pressure, because when games are played an authentic language
environment is provided and therefore, errors are part of it and totally normal. Although, games
might not reduce pressure and anxiety for all students, it should be seen as very beneficial that
game based learning can have that positive effect at least on some students.
As a result, playing games has the potential of reducing stress and anxiety in the classroom for
some students. That alone should be a reason for teachers to include games in their teaching
from time to time, because they should always aim for a positive learning environment.
When students and teachers were asked about the increased learning outcome students should
have when playing games, the majority of the students were undecided if this was the case.
Literature has suggested earlier that games can lead indirectly to an increased learning outcome.
(Hall & Götz, 2013, p. 34) However, the results show that a quarter of the students does not
agree with what researchers claim. A reason for this could be that students might only see test
results as learning outcome, and not exercises, such as, games. In contrast, half of the teachers
believed that their students’ learning outcome would increase if games are being played in class.
This contradiction might be the case because teachers have the term “learning outcome” defined
differently than, as mentioned above, students had.
This study suggests that another major benefit of grammar games is that students are able to
practice other skills, such as reading, writing, listening and speaking, besides grammar and
vocabulary, as well. 61% of the students reported that games had such an effect on them,
whereas 11% had the impression that games lack of that quality. Moreover, the result revealed
that half of the students have the impression that learning grammar is easier for them when
learned through a game. In both cases, around 30% of the students were undecided whether
games had those beneficial effects or not. Again, this might be the case because some students
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might not being exposed to games as often as others. However, similar results were found by
Stojkovic and Jerotijevic (2011). They found out that the third highest ranked benefit games
have, according to students, is that games can support their learning (Stojkovic and Jerotijevic,
2011, p. 942).
All in all, this study has revealed a variety of benefits of (grammar) games. Not only, do games
reduce students’ anxieties, but also increases their motivation and for a minority of students
even their learning outcome. However, not only students are aware of the benefits games offer,
teachers appreciate games as well and are even more positive towards them than students are.
Overall, this suggests that both, students and teachers are aware of the value games can have in
the EFL classroom. In the next sub-section teachers’ reasons for and against game based
learning will be discussed.
5.3.3 Teachers’ Reasons for and against the Use of Games
Another aim of this study is to investigate reasons why or why not teachers use games in their
teaching. The results showed that the main reasons for teachers avoiding games is the amount
of time game preparation takes. Moreover, teachers claimed that the high noise level and the
mess that might happen in the classroom hinders them from using games. Compared to
Stojkovic and Jerotijevic’s study in 2011, the main reasons for teachers to avoid games in their
teaching were as well a lack of time (40%) and the mess games make in a classroom (62%).
Moreover, they claimed that not being familiar with the method and not being able to follow
students work also hinders them from using games (Stojkovic & Jerotijevic, 2011, p. 944). The
study of Yolageldili and Arikan (2011) showed that again, the main reason for teachers avoiding
games is the lack of time (40%). Moreover, teachers claimed that when teaching grammar
trough games they feel uncomfortable because they cannot explain the grammar rules explicitly.
Additionally, nearly 90% reported that they avoid game based teaching because of the lack of
material that is offered (Yolageldili & Arikan, 2011, p. 225).
To combat this issue, further training in this area might be a solution. If teachers were trained
further in teaching with games, they would become more comfortable in their role as facilitator
and could avoid chaos in class. Stojkovic and Jerotijevic (2011) suggest that “teachers should
organize their classes more effectively and find a few minutes to introduce games in ELT.”
(Stojkovic & Jerotijevic, 2011, p. 944). In general, if teachers would create an learning
environment where every student is aware of its role and respects the rules that are attached to
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playing games in class, for instance, talk in the target language, play fair and respect the other
players, using games in class would become less chaotic and teachers might see the benefits
games can bring to the classroom. Nevertheless, the college of education should offer further
training in game based teaching because, when asked, 79% of the teachers would like to obtain
further knowledge in this area.
A possible solution for the time problem could be an Austrian wide online platform for games.
Here teachers could upload and share their prepared games and sort them according to topic
and level. Although there are already a variety of such platforms, for instance,
www.busyteacher.org, it is often hard to find appropriate learning material for the current topic,
because such websites do not match the Austrian curriculum. However, the lack of a platform
to share lesson plans and material is not only a problem for English teachers but for teachers of
other subjects as well.
Moreover, this study investigated reasons for the use of games in class, besides the benefits that
had been mentioned in the previous sub-chapter. 84% of the teachers claimed to use games
because they want to offer a great variety of different exercises to their students. However, this
result stands in contradiction to the result of teachers preferring textbooks earlier, at least when
teaching grammar is the topics. Earlier, teachers claimed that they would prefer textbooks to
teach and practice grammar, which does not indicate the use of different sources. However, a
reason for this could be that teachers actually do not prefer to use games for grammar teaching,
but they do appreciate their value in other parts of their teaching. For instance, Stojkovic and
Jerotijevic (2011) found out that teachers like to use games as a warm up activity and to improve
vocabulary learning.
Additionally, a great majority reported they would favour games, because they present language
in an authentic context. This means that teachers think that when games are being played, their
students talk to another in a way that is similar to a talk real world. This is often not the case
with traditional teaching materials, because they often focus solely on one field, such as
grammar or vocabulary and often gap fills or matching exercises seem to be chosen randomly.
Moreover, an authentic context is also highly important when it comes to grammar teaching.
As mentioned earlier, Richards (2012) reported that a meaningful context is an important base
of communicative language teaching. Another principle of CLT is to “make real
communication the focus of language learning.” (Richards, 2006, p. 13). By using games, as
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part of communicative language teaching, the requirements of the Austrian curriculum would
be fulfilled as well, because the overall goal of learning English in school is communication in
a variety of situations (Bundesministerium für Unterricht, Kunst und Kultur, p. 2). Moreover,
games would ensure that the learning would no longer be teacher-centred, but the students
would be in the centre of attention, because the teacher would adopt his role as a facilitator and
teach their students grammar implicitly. (Richards, 2006, pp. 22–23).Hence, games can help
teachers to provide students with grammar games that do not lack of an authentic
communicative situation and they might abandon teaching grammar explicitly as well.
Furthermore, Stojkovic and Jerotijevic (2011) determined some more reasons why teachers
favour games. For instance, teachers use games because of their motivation potential, their
learner-cantered nature and again because they “present language in a meaningful context”
(Stojkovic & Jerotijevic, 2011, p. 943). However, not only Stojkovic and Jerotijevic (2011)
claimed that games offer meaningful context, also literature suggested the same. For instance,
Gozcu and Caganaga (2016) reported as well that games do not only lead to an increased self—
confidence, but offers also authentic meaningful context. This shows that in this case both,
studies and research, agree on games being an excellent source to offer students an authentic
language context
To conclude, both reasons for and against the use of games in the classroom were found.
Nevertheless, if a teacher is really eager to use games in class and is convinced of the benefits
games offer, the obstacles found, such as, the lack of time and discipline issues, can be
overcome. Moreover, this study revealed that teachers use games because they want to present
different exercises and approaches to the students and games offer a meaningful and authentic
context to the learner. In the next sub-section, the findings will be discussed again with regard
to gender and age of the participants.
5.4 Gender and Age
Another aspect the study investigated was, if there is a relationship between students’ and
teachers’ age and gender and their choice of answers. Therefore, this subsection discusses
whether gender and age influenced the participants’ way of answering significantly.
The Ttest attempted to investigate whether there is a significance in answering if gender is taken
in consideration. Overall, the findings revealed that there had been significant differences for
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male and female, when general feelings about English and the use of games were taken in
consideration. The results showed that female students felt more positive towards learning
English than male participants did. However, when their feelings towards (grammar) games
were tested, the outcome showed that male participants were significantly more pleased by
learning through games than females were. I assume that this might be the case because males
tend to be more competitive in general, and often favour games, especially computer games
more than girls do. Moreover, there was no significant difference for their feelings towards
grammar found, both groups felt positive towards applying grammatical rules. Additionally,
male and female students claimed to be not in favour of how grammar is practiced in their
classes.
When teachers’ gender differences were investigated, male teachers were more positive in their
believes about their students perception of games. This shows that male teachers believed more
often than female teachers that their students would favour games. Moreover, there was no
significant difference between male and female teachers found when their own opinion about
games was investigated. Both groups were overall positive towards using games in the EFL
classroom. Lastly, teachers’ perception of grammar was explored and it was found out that male
teachers were slightly more positive towards their students’ opinion of grammar and their use
of grammar games. Female teachers were overall neutral in their answering.
Not only gender was taken in consideration, but also teachers’ way of answering in certain age
groups was investigated. Five different age groups were established, grouped as the following:
20-31, 31-40, 41-50, 51-60 and 61-70. However, only minor differences were found between
the groups. For instance, when asked about their believes concerning their students’ opinion
towards games, the only age group being not positive, but neutral, were teachers between 41
and 50. Unfortunately, this was the only significant difference found. When asked about
grammar and games all age groups answered on average in the same way.
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6. Limitations
Though all efforts were made to ensure the study’s validity and reliability, limitations should
still be taken in consideration. Firstly, the number of students that participated in this study,
which is 82, does not stand in relation with the total number of secondary students in Styria,
which are approximately 13.000 (Bundesministerium fr Bildung et al., p. 13). Moreover, the
participants do not represent a wide range of schools, because the participants were chosen from
one school in Graz out of five different classes. However, similar studies, for instance, Stojkovic
and Jerotijevic’s study in 2011, had been found and their range and results strengthen the
reliability of this study. The outcome of this study was comparable to the results of this research
project. Both studies found out that students overall perceptions of games is very positive.
In addition, the ratio between the number of English teachers surveyed and the total number of
teachers in Styria and Carinthia, was, compared to the students’ ratio, better (38: 4266)
(Bundesministerium fr Bildung et al., p. 46). Further, the local range of the participants needs
to be taken in consideration as well. Although the study wanted to investigate the teachers’
perception of games in Austria, only teachers of five different schools in Carinthia and Styria
were surveyed. Nonetheless, comparable studies, for example, Yolageldili’s and Arikan’s
(2011) study about the effectiveness of using grammar games, revealed similar results and
strengthen, therefore, the validity of this study.
Moreover, it has to be taken in consideration as well that all instruments that were created for
this study, were created in German and later translated into English. Therefore, minor changes
of the meaning might occur in the findings, however the original question are presented in
Appendix B and C and in the findings section as well. The reason why German was chosen for
both questionnaires was that the mother tongue of teachers and students is German. If the
questionnaires would have been in English, it might have led to misunderstandings and
misinterpretation of the question.
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7. Recommendations for Future Language Teaching
Several recommendation for future language teaching can be drawn from this study. Firstly,
the study revealed that overall, both, students and teachers recognise the benefits of games in
the EFL classroom. The study showed that students’ anxiety level decreases and their level of
motivation and enjoyment increases, when teachers choose to use games in class. Teachers need
to be aware of those benefits and use games actively in class. Still, some teachers might not use
games because preparation is very time consuming. Maybe some teachers are not aware that
there are games for nearly every field of English on various online platforms, such as
busyteacher.org. Nonetheless, it would be easier if the government would provide a website,
specifically designed for the Austrian curriculum, to upload teaching material. This could
reduce the time spent for extra preparations outside the textbook.
Additionally, the use of grammar games was investigated by this study. However, the findings
had led to a contradiction between students’ and teachers’ perception. Whereas students
claimed that games were hardly ever played in class and that would really like to play them
more often, teachers reported that they use games at least once a week. Why there is a
contradiction between the perceptions of both groups needs to be further explored.
Furthermore, some teachers might think that games are only appealing to younger students and
that for older students games might appear too childish. However, the findings revealed that
students between 15 and 18 still appreciate the use of games in class and that they would like
play them more often. Therefore, games should obtain a fixed role in the Austrian classrooms.
However, to reach this goal, further training for teachers should be provided, because the results
showed that a majority of teachers would be eager to engage in a workshop dealing with game,
especially to become more proficient in this field.
Moreover, the way grammar is taught in Austria should be changed by teachers, because
literature has shown, teaching grammar only explicitly can lower the students’ learning
outcome. The study showed that students’ perception of grammar teaching in Austria is rather
negative, with regard to enjoyment and motivation. Hence, grammar games should be used by
teachers more often, because the study has revealed that a majority of the students enjoys
learning grammar through games and their motivation increases. Generally speaking, teachers
should provide a variety of different exercises and approaches in general, because a minority of
85
the students claimed to not favour games at all. Why this is the case needs to be further explored
by a future study.
8. Conclusion
To conclude, the results of this study revealed that the students’ and the teachers’ perception
towards grammar games are very positive towards grammar games in the Austrian EFL
classroom. Even though there are some limitations to this study, the outcome still provides
insight in the teachers and students use and perception of games. It was found out that students
still see games as an underused source in Austria and would like them being included more
often in their English lessons. In contradiction, teachers claimed that they would use games on
average once a week, which does not match with the students’ perception.
Moreover, the study revealed a variety of benefits related to games. Games can reduce the
students’ anxiety level in class by increasing the level of enjoyment and for instance, allowing
shy students to speak in small groups instead of the whole class. Errors are not seen as
something terrible, but as something natural, which can lead to a better learning environment.
This does match the literature’s suggestion of advantages related to games, which showed as
well that game based learning can increase the students’ motivation, more engagement with the
exercise and a creation of a better learning environment (Gozcu & Caganaga, 2016, p. 127).
Additionally, the study showed that playing games has not age limit and older students still
enjoy game based learning.
However, the way grammar is taught in Austria needs to be revised. The study showed that the
majority of the students has no problem to apply grammar rules in certain situations, but they
do not feel motivated during exercises at all. The reason for this was already suggested by
research, Ur (2012) claimed that most teachers use an explicit grammar teaching approach,
although teaching grammar implicitly leads to better results (Ur, 2012, p. 84). Teaching
grammar can be taught implicitly by using the communicative language teaching approach,
which offers an authentic communicative situation for the student (Richards, 2006, pp. 22–23).
Here grammar games can be a suitable resource for CLT, because they offer not only an
authentic context but both, students and teachers claimed that grammar games can increase the
students’ motivation. Moreover, students recognized that when grammar games are played,
they feel a reduction in pressure and they learn grammar easier than with traditional methods.
86
Moreover, games can enhance the learning outcome, because different skills, such as grammar,
writing and speaking, can be practiced at once.
On a personal level, writing this thesis has widened my horizon in many respects. Not only did
I realize how many benefits are actually related to games, but that they can change the way
students perceive grammar learning as well. The major outcome of this study for me was the
students’ perception of grammar games. As a future teacher I am always interested in the way
my students think about certain topics in the EFL classroom to optimise and adapt my way of
teaching. This study has shown that a majority of students really appreciates playing games in
class. Moreover, they feel more motivated, what is very important to me, because due to my
own experience in school, I always preferred subjects and lessons where I enjoyed myself and
learning did not feel like “learning”. The results showed that older students still enjoy playing
games, which I assumed before because even in university classes most of my colleagues were
eager to participate in a game.
However, the fact that students do not enjoy the way grammar is currently taught at school at
all surprised me, because I have hoped that this had changed already since I left school,
especially because we had learned a variety of approaches that were different to the PPP model
at university. Nonetheless, I was very relieved that the study revealed that games can actually
change the way grammar is perceived by the students.
For the future, I hope that more teachers will not only recognise the benefits of games, but also
see them as a valid resource and use them in classroom. I hope that all the teachers that do not
favour games because they had never been aware of their benefits will change their mind like
my former mentor did—“I’d have never thought that games can have such a positive effect on
my students’ motivation, and they are learning grammar at the same time!” Lastly, this study
has widened my horizon and I feel even more strengthened to use (grammar) games in my
future teaching more often.
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9. List of Figures
Figure 1- Age of the Participants ............................................................................................. 29
Figure 2—Age Groups ............................................................................................................. 29
Figure 3—Example "Pie Chart" ............................................................................................... 32
Figure 4—Example "Frequency Distribution" ......................................................................... 33
Figure 5—Distribution of Gender ............................................................................................ 35
Figure 6- Distribution of Answers "Feeling about English" .................................................... 36
Figure 7- Ich lerne Englisch weil mir die Sprache gefällt. ...................................................... 37
Figure 8—Ich lerne Englisch, um ein anderes Ziel (Beruf, Reisen, Studium) zu verfolgen. .. 37
Figure 9—Ich lerne Englisch, weil ich es muss. ...................................................................... 38
Figure 10—Ich bin im Englischunterricht gestresster als in anderen Fächern......................... 39
Figure 11—Distribution of Answers "Grammar" .................................................................... 40
Figure 12—Security about Grammar ....................................................................................... 41
Figure 13—Motivation and Grammar ...................................................................................... 42
Figure 14—Distribution of Answers "Games" ........................................................................ 43
Figure 15—Ich fühle mich zu alt für Spiele. ............................................................................ 44
Figure 16—Ich finde Spiele im Unterricht zu spielen ist Zeitverschwendung ........................ 45
Figure 17— Ich habe das Gefühl motivierter zu sein, wenn wir Spiele im Unterricht spielen.
.................................................................................................................................................. 45
Figure 18— Spiele im Unterricht können meine Laune heben, wenn ich mich nichz gut fühle.
.................................................................................................................................................. 46
Figure 19— Ich würde gerne öfters Spiele im Unterricht spielen. .......................................... 47
Figure 20— Wenn wir Spiele im Unterricht spielen lenkt es mich von anstehenden
Test/Schularbeiten ab. .............................................................................................................. 47
Figure 21—Ich habe das Gefühl, dass ich mehr lerne, wenn wir Spiele im Unterricht spielen.
.................................................................................................................................................. 48
Figure 22—Distribution of Answers "Grammar Games" ........................................................ 49
Figure 23—Ich würde gerne öfters Grammatik mit Hilfe von Spielen üben bzw. erlernen. ... 50
Figure 24—Ich habe das Gefühl die Grammatik leichter zu lernen, wenn sie mir spielerisch
beigebracht wird. ...................................................................................................................... 51
Figure 25—Ich habe das Gefühl, dass ich mit Grammatikspielen auch meine anderen
Englischfertigkeiten (Lesen, Sprechen, Schreiben) ohne Druck üben kann. ........................... 52
Figure 26—Wenn wir Grammatikspuele im Unterricht spielen, habe ich das Gefühl, ohne
Druck Grammatik üben zu können. ......................................................................................... 52
Figure 27—Distribution of Age Teachers ................................................................................ 54
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Figure 28—Distribution of Answers "Students and Games" ................................................... 55
Figure 29—Ich habe das Gefühl, dass Schüler_innen motivierter sind, wenn Spiele im
Unterricht verwendet werden. .................................................................................................. 56
Figure 30—Ich habe das Gefühl, dass Schüler_innen mehr lernen, wenn Spiele im Unterricht
verwendet werden. ................................................................................................................... 56
Figure 31—Ich habe das Gefühl, dass Schüler_innen befreiter und mit weniger Druck lernen
können, wenn Spiele verwendet werden. ................................................................................. 57
Figure 32—Ich habe das Gefühl, dass Schüler_innen dzrch Spiele im Unterricht
besser/leichter lernen. ............................................................................................................... 58
Figure 33—Answer Distribution "Games" .............................................................................. 59
Figure 34—Reasons why Teachers do not use Games ............................................................ 61
Figure 35—Ich verwende Spiele im Unterricht, um Schüler_innen eine möglichst große
Spanne an Lernmöglichkeiten anzubieten. ............................................................................... 62
Figure 36—Ich finde Spiele im Unetrricht zu spielen ist Zeitverschwendung. ....................... 63
Figure 37—Ich finde Spiele im Unterricht bieten Schüler_innen einen authentischen Kontext
um die englische Sprache üben zu können. .............................................................................. 63
Figure 38—Answer Distribution "Grammar" .......................................................................... 65
Figure 39—Ich greife gerne auf Spiele zurück um Grammatik im Unterricht zu üben. .......... 66
Figure 40—Ich verwende lieber die Übungen im Schulbuch bzw aus Übungsbüchern um
Grammatik zu üben. ................................................................................................................. 67
Figure 41—Ich wäre daran interessiert Fortbildungen zum Thema "Grammatikspiele für den
Unterricht" zu besuchen ........................................................................................................... 68
Figure 42—Wie oft werden Spiele im Unterricht gespielt? ..................................................... 70
Figure 43— Ich habe Spaß daran Grammatik zu üben ............................................................ 71
89
10. References
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Analyses. Retrieved from http://asq.org/quality-progress/2007/07/statistics/likert-scales-
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Brauchart, Thomas Dorner, Michael Lückl, . . . Marion Waba. Zahlenspiegel 2017.
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Fremdsprache (Erste, Zweite). Retrieved from
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g
Celce-Murcia, M., & Hilles, S. (1993). Techniques and resources in teaching grammar.
Teaching Tecniques in English as a Second Language. New York: Oxford University Press.
Deesri, A. (2002). Games in the ESL and EFL Class. The internet TESL Journal, 8(9). Retrieved
from http://iteslj.org/Techniques/Deesri-Games.html
Dörnyei, Z., & Ryan, S. (2015). The psychology of the language learner revisited. Second
language acquisition research series. New York: Routledge, Taylor & Francis Group.
Dörnyei, Z., & Ushioda, E. (2011). Teaching and researching motivation (Second edition).
Applied linguistics in action. London: Routledge.
Gozcu, E., & Caganaga, C. K. (2016). The importance of unsing games in the EFL classroom.
Cypriot Journal of Educational Sciences, 11(3), 126–135.
Hall, N. C., & Götz, T. (Eds.). (2013). Emotion, motivation, and self-regulation: A handbook
for teachers. Bingley: Emerald.
Harmer, J. (2001). The practice of English language teaching (3. ed., completely rev. and
updated.). Harlow: Longman.
Hinkel, E., & Fotos, S. (2008). New perspectives on grammar teaching in second language
classrooms. ESL and applied linguistics professional series. New York: Routledge.
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Jan, M., & Gaydos, M. (2016). What Is Game-Based Learning? Past, Present, and Future.
Educational Technology, 56(3), 6–11.
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Literature and Language, 1(7), 61–75.
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Thousand Oaks, Calif.: SAGE.
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Classroom. 1st International Conference on Foreign Language Teaching and Applied
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(Deesri, 2002; Dörnyei & Ryan, 2015; Ghimire; Hardi, 2012; Harmer, 2001; Philip; Studer &
Knecht, 2016; Ur, 1998)
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11. Appendices
Appendix A: Letter of Consent
Appendix B: Student Questionnaire
Appendix C: Teacher Questionnaire
Appendix D: Board Game
93
Appendix A: Letter of Consent
Übereinstimmungserklärung
Sehr geehrte Eltern! Sehr geehrte Erziehungsberechtigte!
Ich bitte Sie um Ihr Einverständnis zur Durchführung einer Studie für meine Diplomarbeit an
der Karl-Franzens-Universität Graz zum Thema The Use and Perception of Grammar
Games in the Austrian Secondary EFL Classroom. Das Ziel meiner Arbeit ist es,
herauszufinden, wie Schüler_innen auf den Einsatz von Grammatikspielen im
Englischunterricht reagieren. Zusätzlich möchte ich die Beweggründe erforschen, wieso
manche Lehrpersonen Spiele in den Unterricht miteinbauen und andere nicht. Die Ergebnisse
der Studie sollen zur Optimierung des Unterrichts im Englischunterricht beitragen, wovon auch
Ihr Sohn/Ihre Tochter in Zukunft profitieren kann.
Zur Realisierung dieses Projekts ist die Durchführung eines Grammatikspiels mit
anschließenden Fragebogen im Ausmaß von max. einer Schulstunde in der Klasse Ihres
Sohnes/ Ihrer Tochter geplant, der anschließend ausgewertet und analysiert wird. Die Daten
werden selbstverständlich nicht an Dritte weitergegeben, sondern ausschließlich für
wissenschaftliche Zwecke verwendet. Alle Daten bleiben sowohl im Fragebogen, als auch in
der Diplomarbeit anonym.
Ich hoffe sehr auf Ihre Unterstützung bei der Durchführung meiner Forschungsarbeit und
bedanke mich schon im Voraus bei Ihnen sehr herzlich! Ich bitte Sie die nachstehende
Zustimmungserklärung zu unterschreiben und über Ihren Sohn/Ihre Tochter an
_________________________ zu übermitteln. Sollten Sie weitere Fragen zu dieser Studie
haben, können Sie mich gerne jederzeit kontaktieren.
Mit freundlichen Grüßen
Nadja Wakonig
Mit meiner Unterschrift, stimme ich zu, dass in der Klasse meines Sohnes/meiner Tochter, in
einer Englischstunde Daten nach den oben genannten Bedingungen erhoben werden dürfen.
Name des Schülers/ der Schülerin Datum, Unterschrift des Erziehungsberechtigen
Nadja Wakonig
Tel.: 0660/6247101
E-Mail: [email protected]
94
Appendix C: Students Questionnaire
Fragebogen
Studie zum Thema: The Use and Perception of Grammar Games in the Austrian Secondary
EFL Classroom
Durchgeführt von: Nadja Wakonig
Bitte beantworte die folgenden Fragen zum Thema „(Grammatik)—Spiele im
Englischunterricht.
Kreuze die zutreffende Antwort an.
A) □ männlich □ weiblich
B) Alter ___
1 Ich lerne Englisch, weil mir die Sprache gut gefällt.
□ Trifft zu □ Trifft eher zu □ Teil-teils □ Trifft eher nicht zu □ Trifft nicht zu
2 Ich lerne Englisch, um ein anderes Ziel (Beruf, Reisen, Studium) zu verfolgen.
□ Trifft zu □ Trifft eher zu □ Teil-teils □ Trifft eher nicht zu □ Trifft nicht zu
3 Ich lerne Englisch, weil ich es muss.
□ Trifft zu □ Trifft eher zu □ Teil-teils □ Trifft eher nicht zu □ Trifft nicht zu
95
4 Ich bin im Englischunterricht gestresster als in anderen Fächern.
□ Trifft zu □ Trifft eher zu □ Teil-teils □ Trifft eher nicht zu □ Trifft nicht zu
5 Ich fühle mich unsicher, wenn ich Grammatik Aufgaben lösen muss.
□ Trifft zu □ Trifft eher zu □ Teil-teils □ Trifft eher nicht zu □ Trifft nicht zu
6 Es fällt mir schwer Grammatikregeln im Englischunterricht anzuwenden.
□ Trifft zu □ Trifft eher zu □ Teil-teils □ Trifft eher nicht zu □ Trifft nicht zu
7 Ich bin sehr motiviert im Englisch Unterricht bei Grammatikthemen mitzuarbeiten.
□ Trifft zu □ Trifft eher zu □ Teil-teils □ Trifft eher nicht zu □ Trifft nicht zu
8 Wie oft werden Spiele im Englisch Unterricht gespielt?
□ Jeden Tag □ Einmal die Woche □ Einmal im Monat □ Nie
9 Ich fühle mich zu alt für Spiele im Unterricht.
□ Trifft zu □ Trifft eher zu □ Teil-teils □ Trifft eher nicht zu □ Trifft nicht zu
10 Ich finde Spiele im Unterricht zu spielen ist Zeitverschwendung.
□ Trifft zu □ Trifft eher zu □ Teil-teils □ Trifft eher nicht zu □ Trifft nicht zu
11 Ich habe das Gefühl motivierter zu sein, wenn wir Spiele im Unterricht spielen.
□ Trifft zu □ Trifft eher zu □ Teil-teils □ Trifft eher nicht zu □ Trifft nicht zu
12 Spiele im Unterricht können meine Laune heben, wenn ich mich nicht gut fühle.
□ Trifft zu □ Trifft eher zu □ Teil-teils □ Trifft eher nicht zu □ Trifft nicht zu
96
13 Ich würde gerne öfters Spiele im Unterricht spielen.
□ Trifft zu □ Trifft eher zu □ Teil-teils □ Trifft eher nicht zu □ Trifft nicht zu
14 Wenn wir spiele im Unterricht spielen lenkt es mich von anstehenden Tests/ Schularbeiten
ab.
□ Trifft zu □ Trifft eher zu □ Teil-teils □ Trifft eher nicht zu □ Trifft nicht zu
15 Ich habe das Gefühl, dass ich mehr lerne, wenn wir Spiele im Unterricht spielen.
□ Trifft zu □ Trifft eher zu □ Teil-teils □ Trifft eher nicht zu □ Trifft nicht zu
16 Ich habe Spaß daran Grammatik zu üben.
□ Trifft zu □ Trifft eher zu □ Teil-teils □ Trifft eher nicht zu □ Trifft nicht zu
17 Ich würde gerne öfters Grammatik mit Hilfe von Spielen üben bzw. erlernen.
□ Trifft zu □ Trifft eher zu □ Teil-teils □ Trifft eher nicht zu □ Trifft nicht zu
18 Ich habe das Gefühl die Grammatik leichter zu lernen, wenn sie mir spielerisch beigebracht
wird.
□ Trifft zu □ Trifft eher zu □ Teil-teils □ Trifft eher nicht zu □ Trifft nicht zu
19 Ich habe das Gefühl, dass ich mit Grammatikspielen auch meine anderen
Englischfertigkeiten (Lesen, Sprechen, Schreiben) ohne Druck üben kann.
□ Trifft zu □ Trifft eher zu □ Teil-teils □ Trifft eher nicht zu □ Trifft nicht zu
20 Wenn wir Grammatikspiele im Unterricht spielen, habe ich das Gefühl, ohne Druck
Grammatik üben zu können.
□ Trifft zu □ Trifft eher zu □ Teil-teils □ Trifft eher nicht zu □ Trifft nicht zu
97
Was ich sonst noch zu (Grammatik-)Spielen im Unterricht sagen möchte (z.B. Was mir
gefällt/ nicht gefällt, Wünsche, Verbesserungsvorschläge …):
Vielen Dank für deine Teilnahme!
98
Appendix C: Teacher Questionnaire
Fragebogen
Studie zum Thema: The Use and Perception of Grammar Games in the Austrian Secondary
EFL Classroom
Durchgeführt von: Nadja Wakonig
Bitte beantworten Sie folgenden Fragen zum Thema „(Grammatik)—Spiele im
Englischunterricht.
Kreuzen Sie bitte die zutreffende Antwort an.
A) □ männlich □ weiblich
B) Alter ___
C) Zweit/Drittfach ________________________________________
D) Schultyp ______________
1 Wie oft verwenden Sie Spiele im Unterricht?
□ In jeder Stunde □ Einmal die Woche □ Einmal im Monat □ Fast nie
2 Ich habe das Gefühl, dass Schüler_innen motivierter sind wenn Spiele im Unterricht verwendet
werden.
□ Trifft zu □ Trifft eher zu □ Teil-teils □ Trifft eher nicht zu □ Trifft nicht zu
3 Ich habe das Gefühl, dass Schüler_innen mehr lernen wenn Spiele im Unterricht verwendet
werden (im Vergleich zu traditionellen Unterrichtsmethoden)
□ Trifft zu □ Trifft eher zu □ Teil-teils □ Trifft eher nicht zu □ Trifft nicht zu
99
4 Ich habe das Gefühl, dass Schüler_innen befreiter und mit weniger Druck lernen können wenn
Spiele verwendet werden.
□ Trifft zu □ Trifft eher zu □ Teil-teils □ Trifft eher nicht zu □ Trifft nicht zu
5 Ich verwende keine Spiele im Unterricht, da die Vorbereitung zu aufwendig ist/ zu lange dauert.
□ Trifft zu □ Trifft eher zu □ Teil-teils □ Trifft eher nicht zu □ Trifft nicht zu
6 Ich verwende keine Spiele im Unterricht, da viele Eltern Druck machen, weil sie denken ihre
Kinder lernen nichts dabei.
□ Trifft zu □ Trifft eher zu □ Teil-teils □ Trifft eher nicht zu □ Trifft nicht zu
7 Ich verwende keine Spiele im Unterricht, da die Klasse auf andere sehr laut und unruhig wirken
könnte.
□ Trifft zu □ Trifft eher zu □ Teil-teils □ Trifft eher nicht zu □ Trifft nicht zu
8 Ich habe das Gefühl, dass Schüler_innen durch Spiele im Unterricht besser/leichter lernen.
□ Trifft zu □ Trifft eher zu □ Teil-teils □ Trifft eher nicht zu □ Trifft nicht zu
9 Ich verwende Spiele im Unterricht, um Schüler_innen eine möglichst große Spanne an
Lernmöglichkeiten anzubieten.
□ Trifft zu □ Trifft eher zu □ Teil-teils □ Trifft eher nicht zu □ Trifft nicht zu
10 Ich finde Spiele im Unterricht zu spielen sind Zeitverschwendung.
□ Trifft zu □ Trifft eher zu □ Teil-teils □ Trifft eher nicht zu □ Trifft nicht zu
100
11 Ich finde Spiele im Unterricht bieten Schüler_innen einen authentischen Kontext um die englische
Sprache üben können.
□ Trifft zu □ Trifft eher zu □ Teil-teils □ Trifft eher nicht zu □ Trifft nicht zu
12 Ich verwende lieber die Übungen im Schulbuch bzw. aus Übungsbüchern um Grammatik zu üben.
□ Trifft zu □ Trifft eher zu □ Teil-teils □ Trifft eher nicht zu □ Trifft nicht zu
13 Ich greife gerne auf Spiele zurück um Grammatik im Unterricht zu üben
.□ Trifft zu □ Trifft eher zu □ Teil-teils □ Trifft eher nicht zu □ Trifft nicht zu
14 Ich habe das Gefühl, dass meine Schüler_innen Spaß am Grammatik üben haben.
□ Trifft zu □ Trifft eher zu □ Teil-teils □ Trifft eher nicht zu □ Trifft nicht zu
15 Ich wäre daran interessiert Fortbildungen zum Thema „Grammatikspiele für den Unterricht“ zu
besuchen.
□ Trifft zu □ Trifft eher zu □ Teil-teils □ Trifft eher nicht zu □ Trifft nicht zu
Was ich sonst noch gerne zu (Grammatik)-Spielen und deren Motivation sagen möchte….
Vielen Dank für Ihre Teilnahme!