This document discusses using games in the language classroom. It begins by posing questions about when games should be used and how to select appropriate games. It then discusses arguments for and against using games, providing research findings on both sides. Examples of classroom language games are provided, such as board races, memory games, and Pictionary. Guidelines are given for selecting games, such as aligning them with learning objectives and assessment. The document concludes by providing sources for finding more classroom language games.
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[RELO] Let's Play! Games in the English Classroom
1. GAMES IN THE LANGUAGE
CLASSROOM
Katie Bain
English Language Fellow
ktbain53@gmail.com
elfellowkbain.wordpress.com
2. QUESTIONS TO CONSIDER
Why should we (or shouldn’t we) use games in the
classroom?
How should we select appropriate learning games?
What are some games that could be helpful in the
classroom?
What other questions do you have?
3.
4. AGREE OR DISAGREE?
The classroom should be a
serious and quiet place at all
times so that students can learn
the most possible.
11. WHY SHOULD WE USE GAMES IN THE
CLASSROOM?
are FUN!
They help to lower the
affective filter.
1. Games
12. WHY SHOULD WE USE GAMES IN THE
CLASSROOM?
Games are
MOTIVATING! They
intrinsically pique interest
as students learn through
play.
2.
13. WHY SHOULD WE USE GAMES IN THE
CLASSROOM?
Games are
CHALLENGING! They can
challenge students to be
responsible for their
learning and knowledge in
a new way.
3.
14. WHY SHOULD WE USE GAMES IN THE
CLASSROOM?
4.
Games are INTERACTIVE!
They inherently create
situations in which students
interact with each other.
15. WHY SHOULD WE USE GAMES IN THE
CLASSROOM?
5.
Games are REPETITIVE!
They help students to
repeatedly practice in
fun ways.
16. DEFINITION OF GAMES
A recent definition
views games as a
“system in which
players engage in
artificial
conflict, defined by
rules, and resulting in
a quantifiable outcome”
(Salen, 2008, p. 268).
Games are further
often described as
transmedial
phenomena, implying
that the same game
can be transmitted
through different kinds
of media: on paper, via
computers, digital
networks, consoles, ha
ndhelds, mobile
phones etc.
(Juul, 2005).
17. RESEARCH FINDINGS.
+
students’
understanding of a
complex phenomena.
Students gain
linguistic and
communicative
knowledge.
Students engage in
rich social
negotiations (Barab et
al., 2007a, p. 71).
Enhance
In some studies, only 50% of
students enjoy playing
certain games.
Students get tired over time
if when students find out that
games do not match their
assessment test.
Games can serve as a
distracting element instead
of keeping students focused
on a learning task
(Swingvy & Nilsson. 2011).
21. 2. PLAN FOR ASSESSMENT
How
will you ask students to
show what they have learned
in your lesson?
What exactly will students be
able to do at the end of the
lesson?
22. 3. PLAN TO USE A GAME THAT WILL ALLOW YOUR
STUDENTS TO MEET THAT OBJECTIVE.
27. GRAMMAR BOARD RACE
Board Race Video
Questions
1. What is the objective
of the lesson?
2. Would you use this
game in your
classroom?
3. How could you
change this game to
make it more
appropriate for your
context?
29. MEMORY GAME
1.
2.
3.
One student says a sentence.
Students say the same sentence and then add
something.
Once someone forgets what was said or cannot
add something, he or she is out of the game.
Student 1: I went shopping.
Student 2: I went shopping and bought a jacket.
Student 3: I went shopping and bought a jacket and
a cap.
(Shaptoshvili, 2002)
31. WORD ASSOCIATION
Example:
TOPIC: The Classroom:
Student 1: chalk
Student 2: book bag
Student 3: tape recorder
Student 4: ruler
(Shaptoshvili, 2002)
33. MIMING
Students mime an action and other students (perhaps
in teams) guess what the action is.
Variation Topics:
1. Jobs/Occupations
2. Famous people
3. Animals
4. Sports or Sports Players
5. Characters from a book, movie, story, or article
that was recently read in class.
(Shaptoshvili, 2002)
35. SUGGESTION CHAIN
Students review leisure activities and ways to
make suggestions.
Example
Student 1: Let’s go to the concert!
Student 2: No, not the concert. What about going to the cinema?
Student 3: We could go to the dance club.
Student 4: No, not the dance club. Why don’t we eat at a
restaurant?
Students continue the game until they have used all of their leisure activities, or until
students cannot think of anything else to do and there is only one person left.
(Shaptoshvili, 2002)
37. EXPANDING SENTENCES WITH ADJECTIVES
Teacher: She bought a jacket.
Student 1: She bought a black jacket.
Student 2: She bought a long-sleeved black jacket.
Student 3: She bought a long-sleeved black wool
jacket.
(Shaptoshvili, 2002)
57. RECAP
1.
2.
3.
4.
Games can be good if used appropriately.
Align your games to learning objectives and
assessment.
There are many great games out there – Adapt
them to your context!
Be creative and create your own games – share
them with others!
58. SOURCES
Shaptoshvili, S. (2002). Vocabulary practice
games.English Forum, 34/37. Retrieved from
http://americanenglish.state.gov/files/ae/resource_fi
les/02-40-2-h.pdf