The theory of using games in learning English
One
useful strategy to encourage learning English is using games. When using games
in the classroom, it is beneficial for teachers to have a complete
understanding of the definitions of games, which usually are defined as a
form of play concerning rules, competition, and an element of fun. Teachers
should also consider the advantages of games in the case of speaking:
ü the
ability to capture students' attention;
ü lower
students' stress;
ü give
students the chance for real communication [3; 38].
Lastly, teachers need to assess how to use games
appropriately in the classroom. It is important to choose an appropriate time
and integrate them into the regular syllabus and curriculum. However, because
of the limitations of the syllabus, games often cannot be used, as much as they
should be. Therefore, it may be challenging for teachers to try to add some
games in class in order to develop students' English proficiency of the target
language. Some teachers think that 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 English as a foreign
language (EFL) and English as second language (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. 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. "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." (Ersoz, 2000)
Language games are not activities mainly aimed to break the ice between
students or to kill time. Byrne (1995) gave the definition to games as a form
of play governed by rules. They should be enjoyed and fun. They are not just a
diversion, a break from routine activities, but a way of getting the learner to
use the language in the course of the game. Similarly, Jill Hadfield (2011)
defined games as "an activity with rules, a goal and an element of fun."
There are a great number of language games. Therefore, teachers have a variety
of choices. However, in deciding which game to use in a particular class and
which games will be most appropriate and most successful with their students,
teachers must consider many factors. [4; 315]
According to Carrier (2010), teachers should first
consider the level of the game to fit their students' language level. They
should choose the game that fits the purposes of that class or the content.
Moreover, teachers should consider students' characteristics: whether they are
old or young, serious-minded or light-hearted, and highly motivated to learn or
not. They should also consider when the game should be used. According to
Richard-Amato (1996), even though games are often associated with fun, we
should not lose sight of their pedagogical values, particularly in second
language teaching. Games are effective because they provide motivation, lower
students' stress, and give them the opportunity for real communication. The
main reason why games are considered effective learning aids is that "they
spur motivation and students get very absorbed in the competitive aspects of
the games; moreover, they try harder at games than in other courses"
(Avedon, 1971). Naturally when playing games, students are 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.
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