topic 18
topic 18
INTRODUCTION
Let us begin by saying that Games is a term that comprises a wide variety of
activities with a common aim; to make students creatively practice and produce the
language. Games have a value themselves as part of the didactics of the language
teaching and have long been advocated for assisting language learning. Even, a new
term has been created in Education, it is called Gamification. It is the use of game-based
mechanics, aesthetics and game-thinking to engage people, motivation action and
promote learning and solve problems.
There are many good reasons for using games in the English classroom, I will
point out the most important ones.
Regarding pedagogical aspects, songs are motivating for good and weak
students. They also create a pleasant atmosphere in the classroom and encourage
learning. In addition to this, songs develop positive attitudes towards the foreign
language, since they provide students with fun, creating in them a desire to learn.
Finally talking about the adaptation. It is easily adjusted for age, level, and
interests. Also, It give us the opportunity to use the four skills.
After presenting the main reasons of using games, now let me present some basic steps
to follow.
1.3. ADVANTAGES FOR USING GAMES IN THE FOREIGN LANGUAGE CLASSROOM.
The main advantages of using games for language learning can be summarized
in effectiveness, because they provide motivation and variety, making learning and
interactive and interesting process. This is achieved by lowering students’ stress and
giving them the opportunities for real communication.
1.4 CREATIVITY
Creativity thinking is an important skill in real life. It is part of our survival strategies and
it helps to compensate lack of language in a communicative situation.
Now, let us move onto another important aspect of this unit:definition and typology
of games for the learning al the linguistic development.
2. DEFINITION AND TYPOLOGY OF GAMES FOR THE LEARNING AL THE LINGUISTIC
DEVELOPMENT.
Games are fun activities that promote interaction, thinking, learning, and
problem solving strategies. They play a significant role in reinforcing and reviewing
specific structures, grammatical patterns and vocabulary items as well as promoting
communicative competence in the target language. The exceptional power of games to
engage students attention is evident. They spend a lot of time and energy in watching
or participating in games (Ludewig and Swang, 2007)
As regards the first classification, on the one hand Linguistic games focus on
accuracy, such as supplying the correct antonym, matching definition and word. On the
other hand, communicative games focus on successful exchange of information and
ideas, such as two people identifying the differences between their two pictures.
On the other hand, in co-operative games players or teams work together towards
a common goal. These games encourage teamwork, creative thinking and problem
solving. They promote all student´s participation such as puzzle or treasure hunts.
Moreover, we can find card games in which students need cards to play. Examples
would be dominoes, bingos, memory games in which students face up cards and make
pairs, exchanging cards, collecting them, matching word-picture, opposites, synonyms
etc I really good example es Kaboom! or Dice games which consist of rolling the dice and
saying the name of the pictures, completing sentences, making sentences with the word
displayed, etc.
The next type is drawing games in which students listen to descriptions and draw
according to them or draw something and they have to guess such as Pictionary.
We can also used Board games which imply the use of a board and normally
counters and dice. Examples of these games are snakes and ladders, knots and crosses,
or any hand-made board game, etc. Most of these games can be also Quizzes where
the teacher or the students make questions about a given topic and they get points if
they answered correctly such as Who wants to be a millionaire? or Trivial
We cannot forget to talk about new kind of games as space rooms or breakouts.
But, What is an escape room? Escape rooms involve following clues to solve a puzzle
that will lead to players escaping a single room, or sometimes a series of rooms. What
about a breakout? It is game for the classroom is a gamification activity in which
students have to overcome a series of challenges or missions to open locks or a closed
box, either physically (in the real world) or simulated (in the online world). Most of them
can be created used a software as genially and they can be used to work festivities,
workshops or any contents form our area.
2.2. CRITERIA TO SELECT GAMESAND SOME GUIDELINES FOR USING GAMES THEM
The student´s cultural background, and how they will help or delay their
understanding.
The student´s linguistic proficiency, we might need to ask yourself questions like,
are they familiar with the vocabulary? Or is the grammar adequate for our students?
Moreover, we have to take into account the availability of the songs, the length
and exploitability. It also has to fit with the syllabus, age and our students´ motivation
and interest.
This leads us to the section, in which we will analyse the games as a ludic technique to
gain communicative competence.
As I have mentioned before we, as teachers, use all these games and strategies
to make our students´ learning meaningful and to achieve CC, one of the competences
that they need to acquire through Primary Education stage. But what is the CC?
Communicative Competence is what Dell Hymes stated as not only the capacity
to produce grammatically correct utterances (as Chomsky argued), but also to the
capacity to know how to use a language: when to speak, when not, to whom, etc.
During the 1970s and 80s many linguists with interest in the theory of language
acquisition gave their contribution to the development of Communicative Competence.
In 1983, Widdowson made a distinction between competence and capacity. He defined
competence in terms of the knowledge of linguistic and sociolinguistic conventions.
In this CEFR for language, CC is mentioned and developed, being divide in:
Now that we have studied the dramatizing situations of the daily life and the
representation of stories, characters, jokes, etc. , let me start dealing with the work in
groups for creative activities.
CONCLUSION
BIBLIOGRAPHY