Games in the Teaching of English ☆(3)

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P rocedia - Social and Behavioral Sciences  191  ( 2015 )  1157 – 1160
Available online at
ScienceDirect
1877-0428 © 2015 The Authors. Published by Elvier Ltd. This is an open access article under the CC BY-NC-ND licen
(/licens/by-nc-nd/4.0/).
Selection and peer-review under responsibility of the Organizing Committee of WCES 2014
doi: 10.1016/j.sb
spro.2015.04.312
WCES 2014
Games in the Teaching of English
Blanka Frydrychova Klimova a *
a University of Hradec Kralove, Faculty of Informatics and Management, Rokitanskeho 62, Hradec Kralove, 500 03, Czech Republic
Abstract
Game is a natural means for children to understand the world around them. Therefore, it should be part and parcel of their learning, including the learning of foreign languages. The aim of this article is thus to give a description of game, its
classification and benefits for English teaching. In addition, the right timing for the implementation of game into the teaching is considered. The author also describes different ways of using games in language classrooms. In conclusion, she provides a list of tried and tested books and websites for ready-made games.
© 2014 The Authors. Published by Elvier Ltd.
Selection and peer-review under responsibility of the Organizing Committee of WCES 2014. Keywords: Game, English, classification, benefits; 1. Introduction
Language is immenly powerful, but it can also be loads of fun. In fact, a n of fun can make language more powerful ….. Language and play complement and enrich each other. A fusion of the two produces language games. (Rooyackers, 2002: Preface). Game is a natural means for children t
o understand the world around them. Therefore, it should be part and parcel of their learning, including the learning of foreign languages. The exploitation of games in children’s learning is not a recent idea. This tho ught was already supported by Czech teacher Jan Amos Komensky in his book Schola Ludus  ( , n.d.) in the 17th  century. This book is a collection of plays which should rve for the teaching of Latin. Furthermore, Komensky in this book emphasized that all teaching should be illustrative with the help of specific examples. In addition, the teacher should proceed in his teaching from easy examples to the most difficult ones.
* Blanka Frydrychova Klimova. Tel.: +420-493332318
E-mail address : blanka.
© 2015 The Authors. Published by Elvier Ltd. This is an open access article under the CC BY-NC-ND licen (/licens/by-nc-nd/4.0/).Selection and peer-review under responsibility of the Organizing Committee of WCES 2014
1158B lanka Frydrychova Klimova /  P rocedia - Social and Behavioral Sciences 191 ( 2015 )1157 – 1160羽毛球的英文
2.The Definition of Game, its Classification and Benefits
There exists an array of definitions of the term game (cf. Celce-Murcia & McIntosh, 1979; Hadfiled, 1998; Khan, 1991; Wright, Betteridge, & Buckby, 2005). Hadfield (1998: 4), for example, defines the game as ‘an activity with rules, a goal and a n element of fun.’ In this paper the game is perceived as a meaningful fun activity governed by rules (author’s definition). The language games can be divided according to different principles. Hadfiled (1998) offers two classifications of language games. She divides them into linguistic (the focus mainly on accuracy) and communicative games (the are bad on successful exchange of information). Hadfiled’s cond classification has more categories and usually includes both linguistic and communicative aspects. The games are as follows (Hadfiled, 1998, as cited in Jacobs, n.d. b):
x Sorting, ordering, or arranging games. For example, students have a t of cards with different products on them, and they sort the cards into products found at a grocery store and products found at a department store.
x Information gap games. In such games, one or more people have information that other people need to complete a task. For instance, one person might have a drawing and their partner needs to create a similar drawing by listening to the information given by the person with the drawing
x Guessing games. The are a variation on information gap games. One of the best known examples of a guessing game is 20 questions, in which one person thinks of a famous person, place, or thing. The other participants can ask 20 yes/no questions to find clues in order to guess who or what the person is thinking of.
x Search games. The games are yet another variant on two-way information gap games, with everyone giving and eking information. Find Someone Who is a well-known example. Students are given a grid.
The task is to fill in all the cells in the grid with the name of a classmate who fits that cell, e.g. someone who is a vegetarian. Students circulate, asking and answering questions to complete their own grid and help classmates complete theirs.
x Matching games. As the name implies, participants need to find a match for a word, picture, or card. For example, students place 30 word cards, compod of 15 pairs, face down in random order. Each person turns over two cards at a time, with the goal of turning over a matching pair, by using their memory.
x Labelling games. The are a form of matching, in that participants match labels and pictures.
x Exchanging games. In the games, students barter cards, other objects, or ideas.
x Board games. Scrabble is one of the most popular board games that specifically highlights language.
x Role play games/dramas. Role play can involve students playing roles that they do not play in real life, such as dentist, while simulations can involve students performing roles that they already play in real life or might be likely to play, such as customer at a restaurant. Dramas are normally scripted performances, whereas in role plays and simulations, students come up with their own words, although preparation is often uful.
A similar classification is provided by Lewis & Bedson (1999). In their classification some of the games listed above can be included in their classification under a broader umbrella term, such as movement games (the type of game when learners are physically active, e.g. Find your partner) or task-bad games (usually pairs or groups work on meaningful task in the way they enjoy; learners obey clear rules and they have got a chance to practi all language skills; teacher is an organizer and facilitator). In addition to Hadfiled (1998), they add a very popular type of games nowadays, i.e. computer games (they can be played either at school or at home, individually or in pair; students pre
dominantly practice their reading and writing skills). Finally, Jacobs (n.d. a) makes another distinction between the languages games. He divides them into competitive (learner tries to be first to reach the goal) and cooperative games (learners try to reach the same goal together; they help each other). And he suggests that competitive games can be modified to lesn the competitive element and to add a cooperative element. In his paper he also gives a few specific examples bad on the available literature.
Many surveys also proved that the games have a positive and effective influence on the learning of foreign languages (cf. Carrier, 1985; Chen, 2005; Jacobs, n.d. b; or Kupeckova, 2010).  The reasons for this statement are as follows:
x games get students involved in their learning; they motivate them;
x games encourage creative and spontaneous u of language (cf. Chen, 2005);
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B lanka Frydrychova Klimova /  P rocedia - Social and Behavioral Sciences 191 ( 2015 )1157 – 1160
x games introduce a change in formal learning situations;
x games create a pleasant stress-free and relaxing atmosphere in a language class;
x games unconsciously promote and practi all four basic language skills, such as listening, reading, speaking and writing;
x games help the teacher to create contexts in which the language is uful and meaningful (cf. Wright, Betteridge, & Buckby, 2005);
短裙英语怎么说
x games decrea student’s anxiety to speak in front of the other students; they feel less intimidated in this, less formal learning situation;
x games are student-centred;
x games can promote collaboration among students; and
x games can connect to a variety of intelligences (Gardner, 1999, as cited in Jacobs, n.d. b).
3.Timing and Ways of Using Games in Language Classrooms
The language teachers must riously consider when to u games, which of them to u and how t
o u them appropriately, purpofully and efficiently in order to meet both students’ needs and lesson objectives (cf. Khan, 1991). As Jacobs (n.d. b) states, games are traditionally ud in the language class as warm-ups at the beginning of class, fill-ins when there is extra time near the end of class, or as an occasional bit of spice stirred into the curriculum to add variety. However, if games are en as meaningful practice of language, they can be exploited as follow-ups of the prented teaching material for practicing and reinforcing the required skills or knowledge; or for revising and recycling already acquired skills or knowledge; or as a testing mechanism in order to discover students’ weakness in their language proficiency. Wright, Betteridge, & Buckby (2005) regard games central to a language teacher’s repertoire and not just a way of paging the time. Hong (2002) adds, ‘the key to a successful language game is that the rules are clear, the ultimate goal is well defined and the game must be fun.’ Nevertheless, if the game were a success, students must also posss relevant level of language proficiency and know the rules of the game in order to complete it. Furthermore, the teacher should consider students’ learning styles, their willingnes s to cooperate and their current state of mind since they might be tired and not in mood of playing any kind of game. The organization of any game-like activity places great demands on the teacher. S/he must prepare the content of the game, materials needed for its completion, clearly explain the rules of the game to students and t the time. The game can be introduced by the teacher in order to eliminate misunderstandings in the following way (cf. Wright, Betteridge, & Buckby, 2005):
x explain the rules of the game to students;
x demonstrate with the help of one or two learners parts of the game;
x write on the board any key language and/or instruction;
x trial the game; and
x play the game.
hgeSee Appendix A for a list of tried and tested books and websites for ready-made games.
4.Conclusion
As Uberman (1998: 87) puts it, ‘games encourage, entertain, teach, and promote fluency and communicative skills. If not for any of the reasons, they should be ud just becau they help students e beauty in a foreign language and not just problems that at times em overwhelming.’
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Appendix A. A list of tried and tested books and websites for ready-made games
知交
Lindstromberg, S. (Ed.) (1997). The standby book. Activities for the language classroom. Cambridge:
CUP. (The book offers 110 different classroom activities, most of which can easily be adapted for u in teaching any foreign language. Some of the activities are intended to make up just part of a lesson. Others can make up a complete lesson).
Marsland, B. (1998). Lessons from nothing. Cambridge: CUP. (This book is a sourcebook of 70 ELT easy-to-u exercis and activities which do not require extensive resources and facilities. Each activity begins with the
cry1160B lanka Frydrychova Klimova /  P rocedia - Social and Behavioral Sciences 191 ( 2015 )1157 – 1160 language to be practid, the level and age, followed by the procedure, rationale and any variations on the procedure).
Rooyackers, P. (2002). 101 language games for children: Fun and learning with words, stories and poems. USA, CA: Hunter Hou Inc. (This book contains 101 language games and variations, as well as an introduction that explains how the games can be made accessible to everyone.)
Ur, P., & Wright, A.  Five-minute activities. Cambridge: CUP. (This book provides a collection of short, easily-prepared activities to supplement the longer teaching procedures that make up the main body of an English cour.
The process of each activity is described briefly, with examples; in many cas sample material for immediate u is provided in the Boxes.
英语日常交际用语
Wright, A., Betteridge, D., & Buckby, M. (2005). Games for language learning (3rd ed.). New York: Cambridge University Press. (The book features many of the original games but has also been fully revid to include new games for the ELT classroom. The structure of the book has also been revid so that the games are now grouped in
a more teacher-friendly format where teachers can arch bad on language and skill criteria rather than just game
npu
type.)
The websites below provide an access to a bank of uful, ready-made game-like activities for busy teachers of English:
/en/fun-and-games (September 12, 2013)
/tipy-a-triky (September 12, 2013)
/game/ (September 12, 2013)
/teaching_ideas_and_techniques/warmers/ (September 12, 2013)
考研英语辅导资料
/ (September 12, 2013)
References
Carrier, M., & the Centre for British Teachers. (1985). Take 5. Games and activities for the language learners. GB: Nelson and Sons Ltd.
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Celce-Murcia, M., & McIntosh, L. (1979). Teaching English as a cond or foreign language.USA: Newbury Hou Publishers, Inc.
Chen, I.J. (2005). Using games to promote communicative kills in language learning. The Internet TESL Journal, 11(2). Retrieved September        11, 2013, from /Techniques/Chen-Games.html
Hadfield, J. (1998). Elementary vocabulary games. Harlow: Pearson Education Limited.
Hong, L. (2002). Using games in teaching English to young learners. The Internet TESL Journal, 8(8). Retrieved September 11, 2013, from      /Lessons/Lin-UsingGames.html
Jacobs, G. (n.d. a). Making games cooperative.Retrieved September 11, 2013, from
/url?sa=t&rct=j&q=&esrc=s&frm=1&source=web&cd=1&ved=0CC4QFjAA&url=http%3A%%2FMIArticles%2FMaking%2520Games%2520Cooperative.doc&ei=r4cxUpjSMov07AaCm4HYCg&usg=AFQjCNFneqEKXsuLK7D NQXuLEkJbP5gavw&sig2=fevgTAO90tqxzWjUJVKxeg&bvm=bv.52109249,d.Yms
Jacobs, G. (n.d. b). Using games in language teaching. Retrieved  September 11, 2013, from
/url?sa=t&rct=j&q=&esrc=s&frm=1&source=web&cd=1&ved=0CDMQFjAA&url=http%3A%%2FMIArticles%2FGames%2520for%2520Language%2520teaching.doc&ei=miQwUqjZFoWo0QWJ_4Fw&usg=AFQjCNF3t19F9gC DsCeN2MeiXsrxooPFjg&sig2=DaLaG27hgs2zr5N81jK4vQ
Khan, J. (1991). Using games in teaching English to young learners. In C. Brumfit (Ed.), Teaching English to Children. From Practice to      Principle (pp. 142-157). London: HarperCollins Publishers.
Kupeckova, L. (2010). Game-like activities. Bachelor paper. Brno: MU. Retrieved September 12, 2013, from
/th/153068/pedf_b/Game_like_activities_FINAL.pdf
Lewis, G., & Bedson, G. (1999). Games for children. Oxford: OUP.
< Jan Amos Komensky. (n.d.). Retrieved September 11, 2013, from /jan-amos-komensky.
Rooyackers, P. (2002). 101 language games for children: Fun and learning with words, stories and poems.USA, CA: Hunter Hou Inc.
Uberman, A. (1998). The u of games for vocabulary prentation and revision. English Teaching Forum, 36(1), 20-27. Retrieved
September 11, 2013, from v/forum/vols/vol36/no1/p20.htm
Wright, A., Betteridge, D., & Buckby, M. (2005). Games for language learning (3rd ed.). New York: Cambridge University Press.

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