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10.
Games in the TESOL Classroom
With
the use of games, the teacher can create various
contexts in which students have to use the language
to communicate, exchange information and express
their own opinions (Wright, Betteridge and Buckby,
1984). Huang (1996: 1) comes to a conclusion
that "learning through games could encourage
the operation of certain psychological and intellectual
factors which could facilitate communication
heightened self-esteem, motivation and spontaneity,
reinforcing learning, improving intonation and
building confidence."
Course
Introduction
Language
learning can be a difficult, time consuming
and tiresome task. EFL/ESL teachers must have
a ready arsenal of games and activities that
can keep language learning fresh and interesting
and invite repetition of target language skills.
As
language teachers we all strive to create "meaningful"
communication in our classrooms even if we are
keenly aware of the artificial nature of the
classroom environment. As language teachers
we also constantly enforce the need for repetition
in order to drill into our students' memories
the target language. "If something is fun,
kids are the first ones to notice. If presented
in the right spirit, games are nonthreatening.
Games are the enemy of boredom, and yet they
invite repetition." (Jan Asch, Games for
Global Awareness) The beauty of game play, therefore,
is that it strongly encourages repetition in
our students in a comfortable, enjoyable environment
that by its very nature ensures friendly competition
and meaningful communication that will be retained
by the learner. The role of games in teaching
vocabulary, grammar and more importantly cultural
context can never be underestimated.
Required
Reading:
Nguyen Thi Thanh Huyen
& Khuat Thi Thu Nga. (2003).
Learning Vocabulary Through Games. Asian
EFL Journal, Volume 5.
http://www.asian-efl-journal.com/dec_03_sub.Vn.php
Suggested
Reading:
Playing
games in the EFL Classroom
Why
use games in teaching English
Lee, W.R.
(1997) Language Teaching Games and Contests,
Oxford University Press, Oxford. United Kingdom
Wright,
A., Betteridge, D., & Buckby, M.
(2002) Games for Language Learning, Cambridge
University Press, Cambridge, United Kingdom
McCallum,
G.
(1980) 101 Word Games, Oxford University Press,
Oxford, United Kingdom
Lewis,
G., & Bedson, G.
(2003) Games for Children, Oxford University
Press, Oxford. United Kingdom
Gee,
J.P.
(2003) What Video Games Have to Teach Us About
Learning and Literacy Palgrave MacMillan, New
York, New York
Six
Games for the EFL/ESL Classroom
http://iteslj.org/Lessons/Ersoz-Games.html
Creative
Games for the Language Class
http://exchanges.state.gov/forum/vols/vol33/no1/p35.htm
The
Use of Games For Vocabulary Presentation and
Revision
http://exchanges.state.gov/forum/vols/vol36/no1/p20.htm
Index
Cards: A Natural Resource for Teachers
http://exchanges.state.gov/forum/vols/vol35/no4/p42.htm
Games
in the ESL and EFL Class
http://iteslj.org/Techniques/Deesri-Games.html
The following link
is to "Word Up", which may be the
best English Language teaching board game 'out
there'.
http://www.teflgames.com/index.html
Assignment:
Games in the Classroom
Your
assignment is to prepare a lesson plan that
involves using a single game or series of games
that aim to reinforce targeted language skills.
Discuss the methodology underpinning your lesson
plan, and support your work with citations where
relevant.
Module
Statement of Purpose: Games in the Classroom
This
area of English Language Learning is a growing
but often misunderstood aspect of language acquisition.
Far too many teachers use games as a five minute
end of a class activity or as a "time-filler"
with little or no thought as to the pedagogy
behind the use of either games in general or
the specific game being used. Through readings
and research the student teacher should become
better familiar with the "when", "why"
and "how" of games both for teaching
specific language skills and for the introduction
of Western cultural elements into the EFL classroom.
Module
Description: Game in the Classroom
Your
readings will lead you to an understanding of
the value that games can be in teaching English.
Additionally, you should become acquainted with
many different language-teaching games to prepare
you for use in real classroom situations.
Module
Goals: Game in the Classroom
The
aim of this module is to prepare the student
with appropriate pedagogy for the use of games
in the academic environment. Students are encouraged
to explore various games and activities in order
to become aware of the value of game-play as
a learning resource and an enjoyable method
of reinforcement of targeted skills. Students
should collect their own favourite games and
activities to better prepare themselves for
the classroom.
Instructional
Methods:
1.
Students will read numerous academic articles
by world leading authorities and critically
examine and compare articles. Additionally students
will be asked to critically examine different
games to determine what leads to the greatest
learning potential in students and what games
can best be used to teach Western cultural elements
to learners.
2.
Materials have been prepared by world acclaimed
authors - these form the basis of the course.
Students are encouraged to source other materials
widely and to critically examine game play as
a learning tool.
3.
Students will be able to go to the Forums and
raise and argue points of view
4.
Assessment is based on written work assessed
by our Editorial group.
Thanks
to Mr. Todd Vercoe, Inje University, S.Korea
for help in this Module
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