Professional Documents
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STUDENTS
It is clearly undeniable that English and speaking skills play an integral part in the
process of integrating into the world today. However, the reality shows that the speaking
skills of most students in Vietnam in general and Lang Son in particular are not good enough
to meet social needs. Therefore, the innovation of teaching methods, especially speaking
skills, is extremely necessary. Up to now, the application of learning games always makes
learners more interested in each lesson. This is an action research that applies some
communicative games during lessons to improve students’ speaking fluency. The participants
of the research are 115 English non-major students at Chu Van An high school for gifted
students, Lang Son province. Most of these students score 6-10 points in English with
grammar and writing skills. However, speaking skills have not been concentrated due to the
specifics of the specialized school and the form of graduation exam in English set by the
particular language to express yourself”. Thornbury (2005) states that “speaking is an activity
in real life that is carried out by speaker to carry out his/ her ideas to interact with listeners”.
Speaking is also an activity in real life that helps people to communicate and interact to other
people. Cameron (2001) says that “speaking is about making people understand speaker’s
feelings and ideas by doing an act of communication using language”, and Cheney (1998 as
cited by Kayi, 2006) believes that “speaking is the process of building and sharing meaning
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through the use of verbal and non-verbal symbols in a variety of contexts”. Thus, speaking is
an important skill in communication which can help speakers express their meaning, feelings,
Speaking is a productive skill which needs both accuracy and fluency. However, in
the current period of economic integration, the fluency of foreign languages is always the
first concern. Brand & Götz (2011) define that speaking fluency is the “automaticity and
speed of speech production”. Besides, these researchers think that a person is considered
fluency when she or he can produce a speech that is rapid and comprehensible. Currently,
fluency is considered as the primary and important goal in foreign language teaching. In EFL
and understandable way, using a simple language that suits the listener's
in a clear and understandable way without stumbling. It is necessary to take notice to the
context: in daily communication or learning environment. In the scope of this research, the
articles. In the Oxford Advanced Learners’ Dictionary (8th Edition, 2010), “games” are
defined as sports or activities bearing some certain rules that players must follow while
competing against each other, often games go with fun and entertainment. Hadfield (1999)
believed that games are “as activities with rules, a goal, and an element of fun”. In same
research, he defined English game as “fun and enjoyable activities which use English as the
instructional language and are conducted with some rules to reach a goal”. Games are
meaningful and purposeful activities in teaching process; thus games are a very appropriate
communicative is “willing to talk and give information to other people” and “connected with
present their ideas and feelings but also help them acquire the target language in a natural
way with joyful moments and lots of fun. Gibbon (1993 as quoted in Herrell A. L. & Jordan
M., 2008, p.87) makes the term much clearer when showing that communicative games are
communicate with others. Learners are placed into particular situations (that is, giving
directions, asking for information…) pushing them to cooperate and interact with others to
solve the problems. While the activities are carried out, learners use the target language to
discuss in groups and present their ideas, some vocabularies are provoked, some grammatical
structures are practiced, and therefore, learners naturally acquire the target language with
ease.
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Games can bring advantages that learners can benefit from game implementation in
the classroom activities. First, games are learner-centered focus, in which learners are
motivated and encouraged to set foot into a joyful learning environment and cooperate with
their peers to involve in communicative activities. Learners can enjoy happy time without
much worrying about their learning requirements. Second, learners no longer acquire
language theoretically; by utilizing the target language to solve problems, they would have
deeper understanding of the language usages, which offers chance for creativity.
Accordingly, while learners are set into meaningful contexts and real life situations, learners
would be able to enhance their communicative skills as well as their language skills,
particularly listening and speaking. Games are often applied to warm-up or wrap-up activities
in language teaching. However, not all applications are reasonable and effective. Khan (1991)
states that “the language teachers must seriously consider when to use games, which of them
to use and how to use them appropriately, purposefully and efficiently in order to meet both
students’ needs and lesson objectives”. Up to now, the use of games in teaching is often
applied to children because the characteristic of this age is that they fancy physical activities.
The game forms are usually at the level of word recognition or simple sentence
compounding.
4. Related studies
In 2012, Merdas Souheir from Biskra University (Algeria) did a research about the
role of communication games in developing students’ speaking skill. It is a case study of the
first year students at Biskra University. 80 first year English LMD students at Mohammed
khaidher University of Biskra and some of their teachers of oral expression at the department
of English participated this research. Research has shown that communication games can
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enhance students' speaking skills. From there it can be concluded that communication games
In other context, Hani Klafrina (2013) conducted an action research with the goal to
improve students’ speaking skill through communicative games. The author used five
communicative games in the research with 19 participants. At the end of the school years,
students improved their speaking skills. The paper describes in detail the process of
implementing activities as well as how to collect and process data. However, the participants
of the study are those who attend vocational high schools in Indonesia and they are tested on
small numbers. This is not suitable for real conditions in Vietnam and Lang Son province
Putri et all (2016) had a quantitative research about applying board game in speaking
skill. The participants are 25 students at grade 8 of SMPN 11 Banda Aceh – a secondary
school in Indonesia. The results of the study are very positive as the number of students
participating in the study has developed speaking skills in areas such as vocabulary,
grammar, pronunciation and fluency. However, the article has not clearly stated the process
of employing board games to teaching speaking skills and the tests do not gain high
reliability. Describing only one classmate and answering questions through interviews cannot
In 2019, Pham Vu Phi Ho and his colleagues had a study to investigate the
classroom. 76 second-year students from two different majors (non-English major) at Tra
Vinh university (Vietnam) participated in the research. Students were divided into controlled
and experimental groups. The findings of the research show that students are more motivated
Also in 2019, Riko Ade Maulana (Bengkulu, Indonesia) had a thesis report about the
use of board game for improving students’ English speaking ability. This is an action
research with the participation of 32 students at grade 7 of SMP Negeri 43 Bengkulu Utara.
Research results show that students' English speaking ability is improved. Thus, it can be
concluded that board game brings the effectiveness in improving students’ speaking skill.
These studies have shown that the application of communicative games in teaching
speaking skills is effective. However, most of the research papers were mainly conducted
with overseas contexts, the participants are secondary students and adults. This prompted the
author to conduct research on high school students in Lang Son, where English is mainly
used in classroom environments. The research is conducted based on the research question
References
Badr, S. (2008). The effect of blended learning communicative output activities supported
Brand, C., & Götz, S. (2011). Fluency versus accuracy in advanced spoken learner language:
https://doi:10.1075/ijcl.16.2.05bra
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Herrell, A. L., Jordan, M. (2008). Fifty strategies for teaching English language learners, 3rd
Klafrina, H. (2013). Improving the students’ speaking skills through communicative games at
Linse, C.T. (2005). Practical English Language Teaching: Young Learners. New York:
McGraw-Hill.
Maulana, R. A. (2019). The use of board game for improving students’ English speaking
ability (A Classroom Action Research on The Seventh Grade Students of SMP Negeri
43 Bengkulu Utara in Academic Year 2016/2017). The state institute for Islamic
studies of Bengkulu.
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Merdas, S. (2013). The role of communication games in developing students’ speaking skill:
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Putri, C. R., Usman, B., Chairina. (2016). Board Game in Speaking Skill. Research in
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Zhang, Y. (2009). Reading to speak: Integrating oral communication skills. English Teaching