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Introduction
Games and games-based learning have been a part of education for decades. However, with new technological advances, digital games
have recently emerged as a new teaching tool. Neuroscience has proven that "Games are tailor made to fit the very different tasks animals and
humans will face." (Frost, Wortham, and Reifel, p. 66)
There are several definitions of game:
an activity that you do for fun, that has rules, and that you can win or lose.
an activity that children do for fun that may not have rules or a winner
a game of chance, an activity, especially one in which you gamble money, that depends on luck rather than skill
a type of sport
an activity or situation that someone seems to be treating less seriously than it should be treated.
Moreover, some teachers think that language games are a waste of time and prefer not to use them in classroom since games sometimes have
been considered only for its one element, that is fun. In fact, games can provide EFL and ESL students more than that. Among several strategies
used to improve students' proficiency such as visual aids, CALL (Computer Assisted Language Learning), drama, role-play, and so on, games are
another useful strategy to promote students' language proficiency (Richard - Amato, 1996).
This paper aims to give a clear understanding of what games are and why and how games are used in the classroom.
way of getting the learner to use the langauge in the course of the game. Similarly, Jill Hadfield (1990) defined games as "an activity with rules, a
goal and an element of fun."
Therefore, games involve many factors: rules, competition, relaxation, and learning, in particular. The main focus of using game in class is to
help students learn and have fun.
Nevertheless, games are interactive play that teaches us goals, rules, adaptation, problem solving, interaction, all represented as a story. They
give us the fundamental needs of learning by providing - enjoyment, passionate involvement, structure, motivation, ego gratification, adrenaline,
creativity, social interaction and emotion. "Play has a deep biological, evolutionarily important, function, which has to do specifically with
learning." (Prensky, p. 6)
Games are highly motivating for students of all ages and levels
Games are immensely amusing for both teacher and student.
Games fit the educational goal and foreign language general objectives: at the end of the school period, students should be able to use the
foreign language in appropriate social context, using a proper register.
Games are integrating. Games help to integrate the foreign language into the network of the learners own communicative competence.
One more important reason for choosing games is achieving the goal of communication. The methodology adopted when using games
involve active methods, techniques and strategies of learning, focusing on the communicative aspect of the language According to
research, educational gaming endorses student-centered learning. It brings together educational content, learning principles, and
computer games1, while meeting the needs of students who constantly interact with electronics by speaking their own language with
their tools.2 Furthermore, according to the Federation of American Scientists (FAS), games promote active learning, learning by doing,
and learner-centered learning, all of which compel the student to become part of the learning processnot just the object of lectures or
reading materials."
in
Games
In playing games, competition is very important because it can stimulate and encourage students to participate in the activity since naturally they
want to beat the other teams. As it happens, in the dictation game students run as fast as possible, remember as much as they can and speak as
loudly and clearly as they can. They run quickly back and forth, trying to memorize the content as much as possible. While playing, students
have fun, relax, exercise, and tease their friends. Apart from having fun, students learn at the same time. They acquire new vocabulary along with
its spelling and pronunciation. Students begin to realize that they have to speak or pronounce the words clearly if they want others to understand
what they are saying.
competitive games
co-operative games
vocabulary games
grammar (or structure) games
Also, games can vary according to the students level. The levels are: beginners /elementary intermediate, which can
be divided in lower intermediate, intermediate and upper intermediate advanced.
According to:
[a.]
The main skill they are focusing on, games can be for:
*listening
*speaking
*reading
*writing
According to the stage of the lesson when a game is used, we distinguish three main types:
starters, or ice-breakers
in-betweens
endgames
information gap
search
matching
matching-up
combining
games problems and puzzles
role-play
simulations
Board game 4
Word Chains
Odd Word Out
How many?
Examples of games played in pairs, groups, with the whole class or individual:
-Bingo Mania
The School Bus
Lost in Space
Whats the Meaning?
Guilty Game
Drama games
Examples of icebreakers:
Cup ball
Quick-fire revision
Any questions?
Simon says
Example of information gap activity:
Time zones
Example of guessing game:
Holiday quiz
Example of search game:
Socializing
Promises, promises
Example of simulation game:
trying to win or to beat other teams for themselves or on the behalf of their team. They are so competitive while playing because they want to
have a turn to play, to score points and to win. In the class, students will definitely participate in the activities. Therefore, it is possible for a
teacher to introduce students to new ideas, grammar, knowledge and so on. As in the dictation game, students are so competitive that they want to
finish first and win. It can be clearly seen th at games can capture students' attention and participation. They can motivate students to want to
learn more. Moreover, they can transform a boring class into a challenging one.
Another reason why games are often used in language classes is that they lower students' stress in the classroom. In conventional classrooms,
there is a lot of stress put on students trying to master the target language. Schultz (1988) said that
"...Stress is a major hindrance in language learning process. This process [Learning language in traditional way ] is by its nature time
consuming and stress provoking... ... raise the stress level to a point at which it interferes with student attention and efficiency and undermines
motivation. ..... one method has been developed to make students forget that they are in class ....relax students by engaging them in stressreducing task (games)."
There is a high level of stress in the classroom because students have to face unfamiliar or unknown grammatical structures, words, texts and so
forth. Therefore, students often feel uncomfortable and insecure in class, which inevitably affects their ability to learn. As a result, games can
help lower their anxiety, make them feel comfortable, and want to learn more. It is believed that when students play games, they relax and have
fun. Since students know that they are playing games and want to communicate efficiently t hey do not worry about making mistakes and do not
try to correct themselves in every single sentence. When students are free from worry and stress, they can improve their fluency and natural
speaking styles.
Next, students learn without realizing that they are learning (Schultz, 1988.) For instance, when playing a game called "What Would You Do If?"
students will have to pick one hypothetical question from those that they have written in a box. They might get a question like "What would you
do if a lion came into this classroom?" Next they have to pick one answer that they have written before. The answer they get may be "I would be
a fly." Usually the question and the answer they get do not match each other, so students have to use their own imaginations to explain their
bizarre answer, and everyone has fun listening to it. The explanation might be "If a lion came into this classroom, I would be a fly because I am a
good person, so an angel would come and rescue me by turning me into a fly." While trying to explain, students do not worry too much about
grammar mistakes because they want to communicate and to explain why it can happen. Apart from having fun, students do not worry about
errors and punishment; moreover, they will learn a grammatical rule and have a chance to use it. Thus, they learn unconsciously-learn without
realizing they are learning. Students stop thinking about language and begin using it in a spontaneous and natural manner within the classroom
(Schutz, 1988.)
Another advantage is increasing students' proficiency. Playing games in the classroom can enormously increase students' ability in using
language because students have a chance to use language with a purpose in the situations provided. Hadfield (1990) confirms that " games
provide as much concentrated practice as a traditional drill and more importantly, they provide an opportunity for real communication, albeit
within artificially defined limits, and thus constitute a bridge between classroom and the real word. " Like in a traditional classroom, students
have an opportunity to drill and practice using grammatical rules and other functions. For example, look at the "Find Someone Who" game in
which students have to ask classmate s the questions implied by the chart such as: "Can you swim?" "Do you have a pet?" etc.
Find Someone Who...
Likes rock music.
Can sew.
Has a big family.
Watches TV
every day.
Loves watching
movies.
Cannot swim.
Likes green.
Is having a good
time.
Likes to cook.
Has a pet.
Is reading a novel.
Hates durians. :
Has visited three
Countries.
Loves chocolate.
Loves English.
Can speak two
languages.
Students have to mingle around the classroom to find whoever these statements apply to and then write their names in the appropriate places.
Whoever can fill their page first will be the winner. While playing, students practice asking and answering questions. They may have to repeat
the same question several times until they get to the right person. This provides the opportunity to drill and repeat as in a conventional classroom,
but with playing games it is more communicative and meaningful. Moreover, it will link students to the real world because they can actually
speak like this outside the classroom. Therefore, playing games in classroom does not only give students a chance to use English, but it can also
connect them to the real usage of language outside the class.
If?" students learn about the conditionals. In "Find Someone Who," students learn how to form questions and answers. Therefore, as we have
seen before, it is quite a good idea to incorporate games in daily classes. For example, if teachers are going to introduce present tenses or
conditionals, instead of teaching them in a traditional way, (by simply telling them the rules, have them do some written exercises, drilling and
answering questions), teachers may help students understand these forms of grammar by playing games, which can also meet all the requirements
of the traditional classes involving learning rules, drilling and repeating. Moreover, students can take this opportunity to use them in real
communication.
However, even though games sometimes do not work since student have different learning styles and preferences, and some other factors such as
being used in an inappropriate time, the nature of games themselves, and even the nature of teachers, it is still worth trying to us e them in class
because they offer several good advantages to students. Language games used in the classroom are very effective and supportive activities in
contributing to students' language skills and proficiency. Unfortunately, because of limitations of time and curriculum, teachers normally have to
cover all the content and materials, which students will be tested on, and it is not always easy to incorporate games into the class.
Nevertheless, it can be seen that games are very useful and can be used to develop students' language learning and also provide the students an
opportunity to practice communication. Therefore, it is recommended that teachers try some games that may be useful to their students in order to
enhance students' proficiency and help them meet their goals, and at least to try new things in teaching.
Conclusion
One of the main benefits of integrating games into the curriculum is that it brings a tool into the classroom in which students are familiar
with and enjoy using. Gee (2005) mentions many benefits of GAME PLAY in education, such as students having to follow a set of rules, analyze
their options, make decisions, perform tasks, and evaluate the results on whether their decision produced the desired outcome or not. Games also
encourage pattern identification, exploration, and provide a reinforced scaffolding approach to learning; taking what they know and have learned
and connecting this with new information being introduced. The most interesting insight Gee (2005) spoke about was just-in-time and on
demand learning. Understandably, for any of us, when we have made clear connections, we become open and ready for new information. All
students learn at their own speed, and when they reach an intellectual milestone, only then are they able to truly receive new information, process
it, and apply it to demonstrate learning. This method of learning focuses on the individual student; actively encouraging them to grasp concepts
in a non-threatening manner, then motivating them to move forward as soon as THEY are ready. This creates a more meaningful learning
experience that ensures learning is taking place.
GAME DEVELOPMENT has all of the benefits of game play however, it has additional benefits. Creating games focuses on the student as the
teacher and teacher as the facilitator, guide or resource. As the teacher, students have a better opportunity to master content because they must
first collect, organize, analyze and interpret information; then plan, apply and creatively explain the concept to demonstrate understanding; and
finally create a mini-game based on their own understanding of the content which in turn, teaches that concept to someone else; the game player
(Overbaugh & Schultz, n.d.), (Prensky, 2008). This process can help students build self-efficacy as they are given more control over their
learning, are able to create something that has value to them and their peers, and are recognized and rewarded for their unique ideas and
creativity (Prensky, 2008). Other benefits include soft skill building in peer-to-peer and peer-to-teacher communication, collaboration and
cooperation.
Can foster a more positive attitude toward the classroom experience more attention, better attendance, better participation
Games are a stimulus for both students to learn English and for teachers to teach the curriculum content in an interesting way
Games are a stimulus for both students to learn English and for teachers to teach the Game
Though the main objective of a game may be to acquaint students with new words or phrases and help them consolidate grammar, they
also helped develop the students communicative competence. The desire to solve or win a game sharpened the students skills of
communication.
During games, students talk a lot to clarify ideas, feelings, to organize themselves so games made them think to what they have heard by
relevant comments, questions or actions. For certain pupils who usually find discussions stressful and unpleasant games increased their
confidence and easiness to speak.
In addition, other teachers may oppose adopting this method, as Prensky explains (2008) because they have been taught to be, and are most
comfortable with being, the authority on information acquisition. Many teachers are afraid to try something out of the realm of their knowledge
and experience because they believe they must have all of the answers for their students. However, with educational strategies today focusing on
student-centered learning, so should professional development training. Teachers need to be trained on how to assist student growth by working
along-side them, guiding them when needed, and learning along with students.
I do believe in using game play and development as learning tools in the classroom. However, the games students play in the classroom need to
be evaluated for content and learning goals to ensure their effectiveness. Game development offers higher pedagogical application, engages and
motivates students to be active participants in their learning (as games are a regular part of todays society), and encourages students to take
responsibility for their learning. Using game development in my classroom proved to be as much of an enlightening experience for me as it was
for my students. My classroom was filled with active and focused energy. Students were excited to find I did not have all of the answers, yet I
would work along side them to research or explore a solution. It became a competition to them to be the first to find the answer. When they did, I
would take a moment to stop the class, have the student share what they had discovered, then let the student demonstrate/teach me (and other
students interested) how to solve the problem presented. I would then have the student create the single-action/event in the game software and
upload it to our library resource with their name next to it. When other students needed to know how to perform that action/event, they would
download and open the file, then review how the action/event was applied to reverse engineer the action/event for their game.
Use the mother tongue to give instructions if they are very complex
Check that students are doing what you have set them to do.
Write neatly
Some Donts
Do not forget you are teachers of young people, not just teachers of English
ANEXA 1
My Classmates
How well do you know really know your classmates? Find someone who fits each sentence and let that person sign his or her
name in the space. Ask questions in English.
ANEXA 2.
http://www.edhelper.com/clipart/darkjpg.jpg
http:// Quiz Hub
References
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