The role of games in teaching English
Автор: Sharopova Sh.K.
Журнал: Теория и практика современной науки @modern-j
Рубрика: Образование и педагогика
Статья в выпуске: 4 (34), 2018 года.
Бесплатный доступ
This article highlights the importance of playing games in the English language lesson.
English, games, training, lessons, education
Короткий адрес: https://sciup.org/140273097
IDR: 140273097
Текст научной статьи The role of games in teaching English
Using games. Games have a great educational value and it can be used in the classroom to make learners use the language instead of just thinking about learning the correct forms. Games encourage learners to interact, cooperate, to be creative and spontaneous in using the language in a meaningful way. Learners want to take part in activities; to play games and are generally quite competitive. In order for them to take part they must be able to understand and communicate in the target language. Games also encourage learners to keep interested in the work and a teacher can use them to create contexts in which the language is useful.
Why should we use games in the classroom? Games are used as methods or techniques to involve students in learning. Well-chosen and designed games are invaluable as they give students a break and at the same time allow learners to practise language skills. The benefits of games range from cognitive aspect of language learning to more co-operative group dynamics and as a result games are highly motivating since they are amusing and at the same time challenging. Ersoz states that games can be used to give practice in all language skills and they can be used to practice many types of communication. Kim states more general advantages of using games in the classroom and they include:
-
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.
Students learn through experimenting, discovering and interacting with their environment. Students need variation to increase their motivation. By using games students already have a context in which the use of the target language is immediately useful. This learning situation is similar to how mother tongue speakers would learn without being aware they are studying.
When to use games?
-
• 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.
What kind of games can we use?
According to Gaudart (1999) there are four types of games that can be used and they are: card games, board games, simulation games, and party-type games. When choosing games a teacher does not have to have a multitude of games up his/her sleeve, but rather creativity at taking existing, familiar or popular games and adapting it to the classroom to aim for maximum student involvement. Traditional games like hangman, Pictionary, charades, Chinese Whisper, Bingo, Snakes and Ladders, Battleships, Who wants to be a millionaire? etc. can be modified and tailor-made for your learners and teaching content. Many games require modification in use when the students' need taken into consideration. It is also important to note that a game doesn’t need to involve a lot of movement or excitement or cheering, but it does need to be intellectually challenging.
Teachers can use a variety of extra incentives to keep the energy in the classroom going during games with: group or team competition, using small prizes depending on age (stickers, stamps, reward points etc), using dice to determine amount of points or using fake money or playing cards as point system (every time a student answers correctly he/she receives a card or note). Students could be given a sticky ball to throw at vocabulary words, grammar structures etc that are written on the board and then asked to use them in sentences. Or alternatively they could answer a question and throw at a target on the board to win points.
Games could also be based on real-life sport such as baseball or basketball. The teacher can draw a playing field/court on the board and each time a student/team answers a question they can move to the next base or score a goal. Interactive games such as hot seating or role play can also be used. An ABC game can also be used where students have to give a word beginning with the next letter of the alphabet. Or a similar game is Chain spelling, where a student is asked to spell a word and then the next student must say and spell a word beginning with the last letter of the previous word. With newly arrived students teachers can use a school or campus treasure hunt.
Teachers can use Directed Activities Related to Texts (DARTs) such as jigsaws, prediction, sequencing etc in a competitive way to create a game. For example the first team to assemble their jigsaw wins; the team to make the closest prediction wins; the team who correctly sequences events/storyline wins. The teacher can then use DARTs to present or practice the target language, yet at the same time it can develop into a game. There are innumerable ideas for games available, but the success of the games depends on the teacher. The teacher must ensure that the games are appropriate for their students and that it is relevant to their work or real-life.
Important things to consider when using games in the classroom
-
- Choose suitable games (depending on the number of students, proficiency level, cultural context, timing, learning topic, and the classroom settings).
-
- The way students perceive a game depends on the actual design and implementation of the game.
-
- Give clear instructions, give clear rules and give clear time limits.
-
- There must be a clear purpose and achievable goals.
-
- Ensure that shy or quiet students are not alienated and have an opportunity to take part.
-
- It must still be fun, but still help the students to learn.
Games lower anxiety levels, are entertaining, educational and give students reason to use the target language. It is a natural way of learning and exposes students to real learning opportunities. “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.'
Список литературы The role of games in teaching English
- Deesri, A. (2002) Games in the ESL and EFL Class in The Internet TESL Journal, Vol. VIII, No. 9.
- Ersoz, A. (2000) Six Games for the EFL/ESL Classroom in The Internet TESL Journal, Vol. VI, No.6.
- Hong, L. (2002) Using Games in Teaching English to Young Learners in The Internet TESL Journal, Vol. VIII, No. 8.
- Gaudart, H. (1999) Games as Teaching Tools for Teaching English tSpeakers of Other Languages in Simulation Gaming, 30:283