Pedagogical
Sciences
Vlasenko L., Sulima I.
National University of Food Technologies (Kiev,
Ukraine)
EDUCATIONAL GAMES FOR LANGUAGE LEARNING
Language learning is hard work ... Effort
is required at every moment and must be maintained over a long period of time.
Games help and encourage many learners to sustain their interest and work.
Games also help the teacher to create contexts in which the
language is useful and meaningful. The learners want to take part and in order
to do so must understand what others are saying or have written, and they must
speak or write in order to express their own point of view or give information.
The need for meaningfulness in language learning has been accepted
for some years. A useful interpretation of 'meaningfulness' is that the
learners respond to the content in a definite way. If they are amused, angered,
intrigued or surprised the content is clearly meaningful to them. Thus the
meaning of the language they listen to, read, speak and write will be more
vividly experienced and, therefore, better remembered.
If it is accepted that games can provide intense and meaningful
practice of language, then they must be regarded as central to a teacher's
repertoire.
Language learning is a hard task which
can sometimes be frustrating. Constant effort is required to understand,
produce and manipulate the target language. Well-chosen games are invaluable as
they give students a break and at the same time allow students to practise
language skills. Games are highly motivating since they are amusing and at the
same time challenging. Furthermore, they employ meaningful and useful language
in real contexts. They also encourage and increase cooperation.
Games are highly motivating because they are amusing and
interesting. They can be used to give practice in all language skills and be
used to practice many types of communication.
There is a common perception that all
learning should be serious and solemn in nature, and that if one is having fun
and there is hilarity and laughter, then it is not really learning. This is a
misconception. It is possible to learn a language as well as enjoy oneself at
the same time. One of the best ways of doing this is through games.
There are many advantages of using games in the classroom:
1. Games are a welcome break from the usual routine of the
language class.
2. They are motivating and challenging.
3. Learning a language requires a great deal of effort. Games help
students to make and sustain the effort of learning.
4. Games provide language practice in the various skills-
speaking, writing, listening and reading.
5. They encourage students to interact and communicate.
6. They create a meaningful context for language use.
Using Games
Many experienced textbook and methodology manuals writers have
argued that games are not just time-filling activities but have a great
educational value. W. R. Lee holds that most language games make learners use
the language instead of thinking about learning the correct forms (1979:2). He
also says that games should be treated as central not peripheral to the foreign
language teaching programme. A similar opinion is expressed by Richard-Amato,
who believes games to be fun but warns against overlooking their pedagogical
value, particularly in foreign language teaching. There are many advantages of
using games. "Games can lower anxiety, thus making the acquisition of
input more likely" (Richard-Amato 1988:147). They are highly motivating
and entertaining, and they can give shy students more opportunity to express
their opinions and feelings (Hansen 1994:118). They also enable learners to
acquire new experiences within a foreign language which are not always possible
during a typical lesson. Furthermore, to quote Richard-Amato, they, "add
diversion to the regular classroom activities," break the ice, "[but
also] they are used to introduce new ideas" (1988:147). In the easy,
relaxed atmosphere which is created by using games, students remember things
faster and better (Wierus and Wierus 1994:218). S. M. Silvers says many
teachers are enthusiastic about using games as "a teaching device,"
yet they often perceive games as mere time-fillers, "a break from the monotony
of drilling" or frivolous activities. He also claims that many teachers
often overlook the fact that in a relaxed atmosphere, real learning takes
place, and students use the language they have been exposed to and have
practised earlier (1982:29). Further support comes from Zdybiewska, who
believes games to be a good way of practising language, for they provide a
model of what learners will use the language for in real life in the future
(1994:6).
Games encourage, entertain, teach, and promote fluency. If not for
any of these reasons, they should be used just because they help students see
beauty in a foreign language and not just problems that at times seem
overwhelming.
When to Use Games
Games are often used as short warm-up activities or when there is
some time left at the end of a lesson. Yet, as Lee observes, a game
"should not be regarded as a marginal activity filling in odd moments when
the teacher and class have nothing better to do" (1979:3). Games ought to
be at the heart of teaching foreign languages. Rixon suggests that games be
used at all stages of the lesson, provided that they are suitable and carefully
chosen.
Games also lend themselves well to revision exercises helping
learners recall material in a pleasant, entertaining way. All authors referred
to in this article agree that even if games resulted only in noise and
entertained students, they are still worth paying attention to and implementing
in the classroom since they motivate learners, promote communicative
competence, and generate fluency.
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.
* Games are fun and children like to play
them. Through games children experiment, discover, and interact with their
environment. (Lewis, 1999)
*
Games add variation to a lesson and increase motivation by providing a
plausible incentive to use the target language. For many children between four
and twelve years old, especially the youngest, language learning will not be
the key motivational factor. Games can provide this stimulus. (Lewis, 1999)
*
The game context makes the foreign language immediately useful to the children.
It brings the target language to life. (Lewis, 1999)
*
The game makes the reasons for speaking plausible even to reluctant children.
(Lewis, 1999)
*
Through playing games, students can learn English the way children learn their
mother tongue without being aware they are studying; thus without stress, they
can learn a lot.
*
Even shy students can participate positively.
* A game must be more than just fun.
*
A game should involve "friendly" competition.
*
A game should keep all of the students involved and interested.
*
A game should encourage students to focus on the use of language rather than on
the language itself.
*
A game should give students a chance to learn, practice, or review specific
language material.
In
an effort to supplement lesson plans in the ESL classroom, teachers often turn
to games. The justification for using games in the classroom has been well
demonstrated as benefiting students in a variety of ways. These benefits range
from cognitive aspects of language learning to more co-operative group
dynamics.
General Benefits of Games
Affective:
-
lowers affective filter; - encourages creative and spontaneous use of
language;
- promotes
communicative competence; - motivates;
- fun
Cognitive:
-
reinforces
-
reviews and extends
-
focuses on grammar communicatively
Class Dynamics:
-
student centered
-
teacher acts only as facilitator
-
builds class cohesion
-
fosters whole class participation
-
promotes healthy competition
Adaptability:
-
easily adjusted for age, level, and interests
-
utilizes all four skills
-
requires minimum preparation after development
Well-chosen games
are invaluable as they give students a break and at the same time allow
students to practice language skills. This paper provides some sample games
that can be used in the language classroom.
Why Use Games
Language learning is a hard task which can
sometimes be frustrating. Constant effort is required to understand, produce
and manipulate the target language. Well-chosen games are invaluable as they
give students a break and at the same time allow students to practice language
skills. Games are highly motivating since they are amusing and at the same time
challenging. Furthermore, they employ meaningful and useful language in real
contexts. They also encourage and increase cooperation.
Some Advice
Games should be
regarded as supplementary activities. The whole syllabus should not be based on
games only -- even for young learners.
When choosing a
game, the teacher should be careful to find an appropriate one for the class in
terms of language and type of participation.
Once the game has
begun, the teacher should not interrupt to correct mistakes in language use.
The teacher
should not compel an individual to participate. Some learners may not want to
participate due to personal reasons. Forcing students to participate usally
does not have successful results.
A game which
looks wonderful on the paper may not work in the actual classroom setting. If
it is tiring or boring, it should be stopped.
Give clear
instructions. Unless the learners know what he is expected to do and how to do
it, the aim cannot be achieved, and the game cannot be played.
Conclusion. Games
are highly motivating because they are amusing and interesting. They can be
used to give practice in all language skills and be used to practice many types
of communication. The aim of this paper was to demonstrate some sample games.
Teachers are encouraged to find other games which are suitable for his/her
students or develop his/her own.
Bibiography
1. BALOTO, F. January 1996. "How to Motivate Learners of
English". In English Teaching Forum. 34:1
2. SCHINKE-LLANO, L. & R. Rauff (eds) 1996. New Ways in Teaching Young
Children. Alexandria, VA: TESOL Publications.
3. UR, Penny. 1995. Grammar Practice Activities. (9th printing). CUP.
4. WRIGHT, Andrew et al. 1989. Games for Language Learning. (7th printing).
CUP.