Pedagogical Science
Vlasenko
L., Sulima I.
National University of Food Technologies (Kiev,
Ukraine)
WHAT IS THE ROLE OF EDUCATIONAL GAMES?
According
to the
American Heritage Dictionary, games are “an activity providing
entertainment or amusement; a pastime.” Further, the Brainy Dictionary
refers to games as, “A scheme or art employed in the
pursuit of an object or purpose; method of procedure; projected line of operations;
plan; project.”
In
training and educational settings, games may be commercial ones that have
either been modified or reconfigured or simply used as
designed. The goal in using such games is to teach
learners
real-life skills (for example, interpersonal communication, creativity, time
and resource management, problem solving and
decision making, change management, and team
building).
Games may also be developed by trainers or others specifically to address
workplace and life issues. They typically follow rules and
guidelines similar to those used to create their
commercial
relatives. Normally, this means that there are processes for starting and
ending, determining the winner, scoring and/or rewarding
participants, and creating an air of competition.
Additionally,
standard components/parts or equipment is used.
From
a training and educational perspective, effective games should meet at least
the following characteristics:
•
Meaningful. At the very least, any game or other event used in training
or education has to directly contribute to the program objectives
and help learners gain new insights, knowledge, and/or
skills. Failure to meet these criteria can create a situation in which valuable
learning time is wasted and future management support for additional learning endeavors
is potentially lost.
•
Time-Effective. Games can range from a few minutes
to
hours long, depending on the objectives and intent. The game or activity selected
really depends on the time allotted for the session, the ultimate goal of the learning
event, resources available, and expertise of the facilitator or educator
•
Cost-Effective. Most trainers and educators do not have unlimited
resources or budgets for support materials.
This is why the games and activities offer various
options.
Most people can likely obtain either the primary or alternative suggested
materials at little or no expense if they use their
creativity. For example, depending on the organization
(profit, not-for-profit, or non-profit) and focus, you may be able to get others
to donate materials or items for your sessions.
•
Adaptable. By using games that allow for flexibility or change, you will
have a larger “tool box” of resources from which you can pull
when you need games and activities.
You
always want to choose games that tie to your content and reinforce the message
you are delivering. You often have a
choice of formats and also different potential
topic
applications.
•
Non-Threatening. Threats and intimidation are short-term motivators and
are counterproductive.
That
is why any game you use in training or teaching others should be designed
in a manner that celebrates successes and rewards learners rather than putting people
in the position to fail or to be embarrassed. For this reason, you need to be
aware of personal and cultural sensitivities—and
possibly even allow people to put out of participation in
a game or activity if that seems appropriate. Built into many of the games and
activities are suggested rewards or incentives to assist in building a motivating
learning experience while adding a bit of fun to the learning environment.
•
Participative. The best games are those that involve people on a mental
and emotional level.
The more senses you can involve, the greater
the chance they will “get it” and used what they
learned later. Look for games that appeal to the three learning
styles/modalities and as many of the multiple intelligences as
possible.
In
most sessions, your games and activities will be designed or adapted to
supplement and reinforce your program objectives.
What
Are Activities/Exercises?
Activities
or exercises (terms that are often used interchangeably by trainers and
educators) are interactive events in which learners are
challenged and engaged in their own learning. These
events
can be in the form of real-life simulations or role plays or other techniques
in which they are encouraged to use actual or improvised
materials. They often involve the use of such
elements
as novelty, time, props, music, and creativity.
Activities
share many of the same characteristics as games. While some may involve the
used of props or other materials, others (brief
stretching activities) do not. They are typically used
to
accomplish such things as energize, relax, motivate, cause reflection, and
teach concepts.
The
Importance of Games and Activities in Learning
Like
any other learning strategy, activities and games should be designed and used
with the ultimate goal of reinforcing key elements of a
learning event or engaging learners in order for
them
to better work toward attaining information, understanding concepts, or melding
as a team. Games and activities should not be purely
entertainment. Learning objectives must be
defined,
and these must be attained. These objectives might focus on team cohesiveness, enhanced
communication, problem solving, or other workplace-related issues.
Some
researchers suggest that using games and similar methods to share or expand
knowledge in the classroom is an excellent way to help
learners move concepts from the classroom into their
long-term memory. Through repetitive activities, you can reinforce key concepts better
than just by explaining them and moving on. Many trainers and educators use
tools such as games and puzzles to create learning
events during which students or participants can
personally
take ownership for part of their learning. Through such activities, learners
are able to immediately reinforce concepts in memory and
apply what they experience in the classroom
in
an upbeat, fun manner.
Part
of the effectiveness of games and activities comes from tapping into early life
experiences.
At
those times in life, many people learned to play games as a form of
entertainment and enjoyment, without realizing that they were
actually learning key life skills and knowledge
in
the process. When you were a child playing games like Monopoly, Dominoes,
cards, did you think about the fact that you were using
deductive reasoning, resource management, strategic planning, and other skills
that you would later find a use for in the workplace and in life? You likely
did not. You were probably just laughing, enjoying your
friends, snacking on junk food, and having FUN!
This
prior experience and emotion can easily be recaptured through well-planned and
executed classroom events. By encouraging learners to
relax, laugh, and enjoy the experience, you
can
affect learning.
In
fact, many of the common commercial games mentioned above can be adapted to accomplish
your learning goals if you just plan a bit. Similarly, crosswords and word
search puzzles can be excellent vehicles for reminding
learners of key concepts and terms and for testing
their
memory or cognition in non-threatening and innovative was. These
tools can also be excellent icebreakers and pre-tests to
get learners thinking about what they are going to
experience
in the learning event. One nice thing about them is that they can be created
using inexpensive software you purchase or
find on the Internet.
The
Relationship of Games and Activities to Brain-Based Learning
One
of the added benefits of using interactive approaches in learning environments
is that, in addition to actively involving learners and
getting them to work with one another, you can
potentially
engage them on an emotional level by adding an element of excitement through friendly
competition, time limits, activity, movement, and sound. Through laughter, you
may stimulate the flow of blood to the brain, which
in turn releases substances such as endorphins.
This
can help stimulate the neurons in the brain and increase the opportunity for
learning ot occur. Additionally, such techniques can set the
stage for enhanced comprehension while adding an
element of novelty, energy, and fun to goal attainment.
The games in the
teaching-learning process of English
In the easy atmosphere, relaxed, used these
games created, the students remember things faster and better. Many teachers
often look from above the fact that in a relaxed real learning takes place, and
the students use language to which they have been exposed and have been
performed earlier. The most support comes from Zdybiewska, who believes games
to be a good way to practice language, as they provide a model for school use
language in real life in the future.
Games encourage, entertain and promote
fluency. It has been shown that these have advantages and effectiveness in the
educational vocabulary in different ways. The first part, the games bring
relaxation and fun for students. So help them to learn and retain new words
more easily. Second, extend the ability to play usually friendly and they keep
the students interested. These create the motivation for learning English, are
involved and actively participate in educational activities. The third part,
vocabulary games bring a truly global context in the classroom, and enhance the
use of English in a more flexible and communicative. Therefore, the role of
games in educational jargon cannot be denied. Why do you use the game during
class “The games are fun and play them like school children through the school
games experience, discover, and interact with their environment.” (Lewis,
1999:56). The game adds variation to a class and increases motivation. Through
games of schoolchildren can learn English the same way they learn their mother
tongue without being aware of it and without stress, can learn a lot.
The English class to be supplemented as a
second language, teachers often use games. The justification for the games in
the classroom has been well demonstrated to the students for their benefits
through various modes. These benefits range from cognitive aspects of language
to the more cooperative dynamic. The wider benefits of the games are:
Affective: _
Promote creative and spontaneous use of language.
_ They promote communicative competence.
_ Motivate.
_ Having Fun.
Cognitive: amusement-reinforce and extend the
focus on communication and grammar.
Dynamics, “The student-centered.
“The teacher acts as facilitator.
– It encourages whole class participation.
– Promote healthy competition.
– Use the four skills.
-Requires minimal preparation after the boom.
– Easily adjusted for age, level and
interests.
Results
Proposed educational games (second part) to
work with units of English program in sixth grade.
This will take into account the learning
objectives, so that consideration is assumed that the process should be focused
on the development of the personality. In this sense it was very aware of the
issues raised by LS Vygotsky (1968:102), which states that learning is a social
activity and not a process of individual achievement, or an activity of
production and reproduction of knowledge through which , the subject
assimilates social modes of activity and interaction. Therefore, educational
games are selected because they specify what is to be achieved in this grade.
REFERENCES
1. Abbot, Ferry et al. (1989). The Teaching of Ingles as an International
Language.
2. Vygotsky, L. S. (1968). Thought and Language. Havana: Editorial.