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Activity 2 - Mor - Deza
Activity 2 - Mor - Deza
Deza
Directions: Give 3 examples of a problem and make a brief discussion of why the problem is considered
researchable.
Problems:
The effects of gamification on English language proficiency of students are considered researchable for
several reasons:
In summary, the researchability of the effects of gamification on English language proficiency lies in the
potential for improving educational practices, leveraging technology, enhancing motivation, and
contributing to the broader discourse on effective language learning strategies.
Integrating technology in teaching the English language is considered researchable for several reasons, as
it presents a dynamic and evolving field with numerous aspects that can be explored and studied. Here are
some reasons why this topic is researchable:
In summary, the integration of technology in teaching the English language is researchable due to its
multifaceted nature, offering a wide range of topics and questions for investigation, from the effectiveness
of specific tools to broader pedagogical considerations and the impact on student outcomes.
The effects of code-switching in reading comprehension are considered researchable for several reasons.
Code-switching refers to the practice of alternating between two or more languages or language varieties
within a single conversation or text. When it comes to reading comprehension, code-switching can have
both positive and negative impacts, providing a rich field for exploration. Here are some reasons why this
topic is considered researchable:
In summary, the effects of code-switching in reading comprehension are researchable due to the complex
interplay of cognitive, linguistic, sociocultural, and educational factors involved. Exploring this topic can
provide valuable insights into how language switching impacts the understanding of written texts in
various contexts.