Pedagogical Science
Vlasenko
L., Sulima I.
National University of Food Technologies (Kiev,
Ukraine)
THE EFFECTIVENESS OF LEARNING VOCABULARY THROUGH GAMES
The students usually feel bored in
vocabulary lessons because they have not changed their learning habits, such as
writing words on paper, trying to learn by heart or learning passively through
the teacher's explanations. To help students find language classes, especially
vocabulary lessons more interesting, and to achieve more from games, we
conducted action research to find the answer to the question, "Do games
help students learn vocabulary effectively, and if so, how?" After
reviewing academic opinions on this specifically focussed matter, of which
there are relatively few, we began action research which included applying
games in the classes, observing other teachers' classes, and
interviewing both teachers and learners so as to elicit students' reactions,
feelings and the effectiveness of games in vocabulary learning. The research
shows they are effective in helping students to improve their vocabulary
building skills.
The
game - one of the most important means of intellectual and moral education of
children. Great importance to the game as an educational tool attached AS
Makarenko, "What child is in the game, is that in many ways it will work
when she grows up. Therefore, education of the future leader is, above all in
the game. "Lessons from the use of games and game situations are an
effective means of training and education, as the rest of the traditional
construction of the lesson and the introduction of the game story attracted the
attention of the entire class. The content of the game - it's always a number
of learning tasks. In the game pupils get into a situation that allows them to
critically assess their knowledge in an active step, cause this knowledge into
the system.
The use of games in the English lessons
promotes communicative activity character education lessons focus on the
psychological development of students rechemyslitelnoy means the language is
spoken, optimization of intellectual activity of students in the learning
process, the complexity of learning, development and intensification of its
forms of group work. We all know that is easier to memorize something that is
interesting, but it is interesting that exciting, does not cause boredom. In an
entertaining form of a game you can work out and repeat the course material, greatly
add to your active vocabulary, and strengthen the skills to get the correct
spelling of English words.
The game - a huge incentive to succeed
where sometimes ineffective many traditional exercises. The lesson can be an
unforgettable journey into the world of the English language, to enable not
only strong, but weak students show their creativity. Even the most
insignificant success - a huge step towards knowledge.
Problem
In learning a foreign language, vocabulary plays an important
role. It is one element that links the four skills of speaking, listening,
reading and writing all together. In order to communicate well in a foreign
language, students should acquire an adequate number of words and should know
how to use them accurately.
Even though students realize the importance of vocabulary when
learning language, most students learn vocabulary passively due to several
factors. First, they consider the teacher's explanation for meaning or
definition, pronunciation, spelling and grammatical functions boring. Second,
students only think of vocabulary learning as knowing the primary meaning of
new words.
Therefore, they ignore all other functions of the words. Third,
students usually only acquire new vocabulary through new words in their
textbooks or when given by teachers during classroom lessons. For example,
learners find many new words in a text and then ask the teacher to explain the
meanings and usage. Forth, many learners do not want to take risks in applying
what they have learnt. Students may recognize a word in a written or spoken
form and think that they already "know the word", but they may not be
able to use that word properly in different contexts or pronounce it correctly.
In recent years, communicative language teaching (CLT) has shown
its effectiveness in teaching and learning language. CLT is an approach that
helps students be more active in real life situations through the means of
individual, pair and group work activities. It encourages students to practice
the language they learn in meaningful ways. In a CLT classroom, playing
vocabulary games is one of the activities which requires students to actively
communicate with their classmates, using their own language. Thus the question
we began to examine is, "Do games help students learn vocabulary
effectively and if so, how?"
Literature review
Learners of English have to deal with unfamiliar vocabulary during
their language acquisition. In order to learn and retain new words, learners
should participate in different task-based activities in their classroom
whether it is a guessing task, a describing exercise or conversation making.
Such activities also include vocabulary games which especially focus on helping
learners develop and use words in different contexts by making the lessons
enjoyable. Therefore, it is necessary to explore whether students learn
vocabulary effectively through games and how they learn it.
Traditionally, vocabulary has not been a particular subject for
students to learn, but has been taught within lessons of speaking, listening,
reading and writing. During the lesson, students use their own vocabulary and
are introduced to new words provided by the teacher and classmates which they
apply to classroom activities. For many learners of English, whenever they think
of vocabulary, they think of learning a list of new words with meanings in
their native language without any real context practice. A number of learners
may share the same experience of looking up words in a bilingual dictionary to
find their meanings or definitions when they encounter new words. They may even
write down lines of new words without any idea of the real use of them in
context. Working this way, after a short period of time, many learners may find
out that learning vocabulary in lists does not satisfy themselves, and they
think the cause for it is just their bad memorization.
Research
and publications have shown that this is not a very effective way to study.
Decarrico (2001) states that words should not be learnt separately or by
memorization without understanding. Moreover, "learning new words is a
cumulative process, with words enriched and established as they are met
again".Therefore, the "look and remember" way
of vocabulary learning seems to be not very effective for learners of the English
language.
Furthermore, some other students may require teachers to give
meaning and grammatical function for words that they are not familiar. Learners
just wait for teachers who control the lesson to provide new forms of words
then they write those words in their notebooks or complete their exercises.
They may use words they learn in the exact formats as the original patterns in
which those words appeared. This kind of rote verbal memorization is good to a
certain extent since it helps learners learn and use the correct form of words.
However, according to Decarrico (2001), the vocabulary used in such context is
rather simple because grammatical and phonologic aspects are emphasized; and as
a result, the lexical aspect is neglected. In other words, learners just know
how to use the vocabulary in an exact form, but they do not know how to use it
with different shades of meanings in real life communication.
Unlike the traditional method of learning and teaching, in a
communicative language teaching (CLT) approach, learners are required to take
part in a number of meaningful activities with different tasks. This is to
improve learners' communicative competence by encouraging them to be a part of
the lessons themselves. Newton (2001) refers to this approach as a way that can
enable learners to manage their vocabulary meaning and develop their
communicative skills at the same time. Many experts of language teaching
methodology also agree that playing games is a good way to learn vocabulary,
especially in CLT class. With the use of games, the teacher can create various
contexts in which students have to use the language to communicate, exchange
information and express their own opinions.
Some experts have also figured out characteristics of games that
make vocabulary learning more effectively. Lee (1995:35) lists several main
advantages when games are used in the classroom, including "a welcome
break from the usual routine of the language class", "motivating and
challenging" "effort of learning", and "language practice
in the various skills." Ersoz (2000) holds that games are highly
appreciated thanks to their amusement and interest. Teachers can use games to
help their students practice more their skills of communication. In addition,
Uberman (1998) also affirms the helpful role of games in vocabulary teaching
after quoting and analyzing different opinions of experts. From her own
teaching experiences, Uberman observed the enthusiasm of her students in
learning through games. She considers games a way to help students not only
enjoy and entertain with the language they learn, but also practice it
incidentally.
In summary, games are useful and effective tools that should be
applied in vocabulary classes. The use of vocabulary is a way to make the
lessons more interesting, enjoyable and effective.
To assess the effectiveness of learning
vocabulary through games in the classroom, we want to know how students'
experiences help with their learning and what progress they gain. Specifically,
can we apply games as an effective means to make students feel more comfortable
and interested in learning the subject of vocabulary, which, in Vietnam, is
usually believed to be boring rather than enjoyable?
To achieve our goal, we focused on the perception and attitudes of
our students as well as what students gained through their learning with
vocabulary games. The plan involved conducting different kinds of games in our
lessons so that we could see how students reacted to this method of learning
vocabulary. We also wanted to find if there were any problems that occurred
during the process of teaching. In addition, in line with research methodology
and principles (Robertson, 2002) it was necessary to enrich our perspectives by
observing some experienced teachers' classes at HUFS, reviewing other teachers'
lesson plans for games and interviewing some teachers and students as well.
Conclusion
Learning
vocabulary has been considered a boring subject for a long time and the
traditional way of learning vocabulary by mere copying and remembering has
shown to be less than effective. Meanwhile, games are also seen as a
time-filling activity in most English classrooms. It is believed that games are
just for fun and they have very little effect in teaching and learning.
However, our research reveals that games contribute to vocabulary learning if
they give students a chance to learn, practice and to review the English
language in a pleasant atmosphere. From the research, we found that students
are demanding a new way of teaching vocabulary, and they themselves are in
search of a new way of learning this subject as well.
Under such circumstances, games have been shown to have advantages
and effectiveness in learning vocabulary in various ways. First, games bring in
relaxation and fun for students, thus help them learn and retain new words more
easily. Second, games usually involve friendly competition and they keep
learners interested. These create the motivation for learners of English to get
involved and participate actively in the learning activities. Third, vocabulary
games bring real world context into the classroom, and enhance students' use of
English in a flexible, communicative way.
Therefore, the role of games in teaching and learning vocabulary
cannot be denied. However, in order to achieve the most from vocabulary games,
it is essential that suitable games are chosen. Whenever a game is to be
conducted, the number of students, proficiency level, cultural context, timing,
learning topic, and the classroom settings are factors that should be taken
into account.
In conclusion, learning vocabulary through games is one effective
and interesting way that can be applied in any classrooms. The results of this
research suggest that games are used not only for mere fun, but more
importantly, for the useful practice and review of language lessons, thus
leading toward the goal of improving learners' communicative competence.