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Pages:
13 pages/≈3575 words
Sources:
17 Sources
Style:
APA
Subject:
Literature & Language
Type:
Research Proposal
Language:
English (U.S.)
Document:
MS Word
Date:
Total cost:
$ 46.8
Topic:

Efficiency of Gamification in English Language Learning within Informal Settings

Research Proposal Instructions:

Adhere to the marking criteria as well as the requirements listed in the document that I have submitted in the submission section.

Deadline: 3 pm, December 16 2021 Word limit: 3,500 words This assignment is worth 100% of the total assessment for the module. General guidelines for writing a research proposalIn this assignment, you will propose to work on a complete research study on alanguage-related topic of your interests (replication study is allowed, if merit). Theproposal should be word-processed, double-spaced, 3,500 words. Sample paper isavailable on Moodle.In the research proposal, you should include the following components:All items of coursework, including dissertations, carry a maximum word limit that youshould aim to meet but must not exceed. There is no leeway on the word count forany piece of assessed work. Your word count includes all quotations, citations,footnotes and endnotes, but excludes the essay title, tables and figures, and the set ofreferences or bibliography at the end. Appendices containing either data or passagesused for analysis are also excluded from the word count.Marking practices relate to an assignment’s intellectual, professional, and technicalskills as outlined in the Faculty of Humanities and Social Sciences marking criteria andyour work will be marked accordingly.For the marking criteria (as well as advice about producing coursework), refer to theFHSS Undergraduate Student Handbook. You can find this on the Faculty Moodle Page:http://moodle.nottingham.ac.uk/course/view.php?id=48642Your work should follow the APA style of referencing. The following guide has excellentinformation about this style and gives plenty of examples:https://owl.english.purdue.edu/owl/section/2/10/You must not substantially repeat material which you have previously submitted for thisor any other module in English or in any other School or department. Repeated use ofmaterial can result in being awarded fewer or no marks for the assessment.Ensure that you have sourced and acknowledged all secondary material used.Derivative work will be marked down; plagiarized work will be dealt with according tothe University's Academic Offences policy.All assessed coursework must be submitted electronically according to Schoolprocedures. A lateness penalty of 5% per working day will be applied to all courseworkwhich is not submitted electronically by the deadline. Emailed coursework is notacceptable.Introduction Introduce the research problem. Begin this section by highlighting the researchproblem which is worth investigating.Literature Review Develop the background. Describe the issue with review of at least 8 pieces ofprevious literature, summarizing pertinent findings, relevant methodologicalissues, and major conclusions. Demonstrate the logical continuity betweenprevious work and your project. State the purpose and rationale. After you have introduced the problem anddeveloped the background material, make a concise statement of what was doneand why. If applicable, give operational definitions of variables investigated.Method The Method section describes in detail how the study would be conducted. Identify subsections. It is conventional to divide this Method section into labeledsubsections. These usually include descriptions of the participants, the materials(or instrument), the procedure, and nature of data analysis. Include the essential information only. Provide in subsections only theinformation essential for others to comprehend and replicate the study.Insufficient detail leaves the reader with questions; too much detail burdens thereader with irrelevant information.Data analysis and expected findings Propose an analyze plan appropriate to data to be collected. Briefly state the main expected findings. You may include tables and figures supplement the text, and provide sufficientexplanation to make the tables and figures readily intelligible.References The number of references to be included in the proposal varies from topic to topicas much more work has been done on certain topics than others. However, aminimum of 8 or so references may be a good estimate for the purpose of thisproposal. The Reference Section is NOT included in word counts.

Research Proposal Sample Content Preview:
The Efficiency of Gamification in English Language Learning within Informal Settings
Introduction
The increased spread and application of mobile and web-based services mean that learning is changing its course. Students no longer need extensive inputs from their educators as technologies such as mobile devices and websites have opened platforms for informal learning. Courtesy of the changes in technology, learners are allowed wide and easy access to a variety of resources that ease their education. To that extent, space, geographic, and social boundaries do not limit learning anymore. Put simply, advancements in technology and new forms of communication have expanded both formal and informal learning platforms. Learners have utilised the emerging technologies, especially in the informal spaces, to learn languages such as English. Lightly, the advancements in learning through online and technology tools have been defined as effective as they provide a more realistic, personal, and reliable background in which people can be exposed to the English language. Lately, gamification has emerged as an area of interest for researchers who explore improvements in learning through emerging technologies. In this research, efforts are drawn from modern developments in technology to aid in understanding the efficacy of gamification in learning the English language within informal settings. The advancements in technologies such as gamification are accompanied by entertainment, optimization of brain processing abilities, and the improvement of engagement and motivation that can all steer efficiency in learning the English language, especially in informal settings.
1.1 Background
Technological advancements are becoming a part of humanity that could be impossible to ignore considering their proliferation into various aspects of individual lives. In a nation such as the US, 95% of children aged 3 to 18 have home internet access (Stieglitz et al., 2017, 37). As 88% of those individuals can access the internet through home computers, the other 6% can access online services through smartphones and other mobile devices. The trends are similar in other developed countries (Chou, 2019, p. 46). In developing nations, internet penetration and costs are changing positively to improve access. Hence, more people are becoming reliant on internet services to perform activities such as socialising or entertaining themselves. Amidst the growth in internet access and penetration is the opportunity to learn. Children can presently learn through formal and informal educational settings, courtesy of the growth in online services. In informal educational setting is constitutes learning that occurs outside a structured curriculum such as learning while playing computer games at home. Gamification is cited as one of the primary avenues that learners employ to gain more knowledge in aspects such as language. Gamification implies the addition of game mechanics into nongame settings such as the learning management systems to engage participants more. Having noted the interests that learners are developing in online games, gamification is fast becoming popular in the education community. That growth raises questions, primary of which is the efficiency of such a tool in ...
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