TO DESIGN VIDEO GAMES TO HELP STUDENTS TO
LEARN ENGLISH AT SIXTH LEVEL IN DON BOSCO
EDUCATIONAL INST
METHODOLOGY
We use a quasi- experimental design defined in group of
students at sixth level in Don Bosco educational institution.
We have two groups of eighteen students, each one in a
computer witch have installed the different video game
designed by the students of eleventh grade at the same
institution.
RESULTS
we apply a survey to the students in order to get information
about ten questions which help us to determine the real effect of
the video games in the production of oral participation in the class.
CONCLUSIONS
The students at sixth level put into practice the
vocabulary presented by the students of eleventh
grade according to the topic.
There was a higher level of oral participations of the
students of the sixth level.
RECOMMENDATIONS
we recommend to the english teacher the use of the video games to
get oral participation in their classes
VIDEO GAMES
MEMORY GAME
TETRIS GAME
MATCHING GAME
SENTENCE GAME
OBJECTIVES
GENERAL OBJECTIVE
To determine the effect of video games on the development
of oral production in sixth graders of “Don Bosco” high
school.
SPECIFIC OBJECTIVES
To get a higher level of motivation of the
students in their English classes playing with
the video games.
PROBLEM STATEMENT
There is not oral participation in
English of the students at sixth
level at “Don Bosco” high school
HYPOTHESES
The use of the video games will generate oral participation in the
classroom of sixth level students at “Don Bosco” high school.
LIMITATIONS
The kind of design we make did not allow us make generalizations
about the real and spontaneous participations because the number
of students is higher and we did not find a better way to detect the
quality of participations.
The little time devoted to the English subject at “Don Bosco” high
school (four hours by week).
The group is heterogeneous (their English level is different). There are
not pedagogical resource to be used in the English classes.