Using Games in the Language Classroom
By Adam Simpson
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About this ebook
The justification for using games in the classroom has been well demonstrated as benefiting students in a variety of ways. These benefits range from cognitive aspects of language learning to more co-operative group dynamics. The benefits are as follows:
Affective:
- games lower the affective filter
- they encourage creative and spontaneous use of language
- they also promote communicative competence
- games are both motivating and fun
Cognitive:
- games reinforce learning
- they both review and extend learning
- games focus on grammar in a communicative manner
Class Dynamics:
- games are extremely student centered
- the teacher acts only as facilitator
- games build class cohesion
- they can foster whole class participation
- games promote healthy competition
Adaptability:
- games can be easily adjusted for age, level, and interests
- they utilize all four skills
- games require minimum preparation after the initial development stage
You can successfully use games in many ways, such as for a quick review, after material has been covered or as a cool-down activity at the end of a lesson to practice what has been covered (as well as to inject an element of fun). You could also use a game to practice specific new language in groups or pairs for a limited time, as a short introduction to new vocabulary or a concept, as a prompt for writing work, even as a link into a new part of the lesson. Games may even be used merely to change the pace of a lesson.
Adam Simpson
Adam has been fortunate enough to spend the last fifteen years of his journey as a lifelong learner working with others in what some call the ‘language classroom’. He is currently privileged to have the opportunity to help young adults meet their educational goals at Sabanci University in Istanbul. His professional interests include flexibility within the curriculum and the considered use of technology in the classroom. He occasionally finds time to blog about his life.
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Using Games in the Language Classroom - Adam Simpson
Using Games in the Language Classroom
Copyright©2015ADAMSIMPSON
Published by Adam Simpson at Smashwords
Smashwords Edition License Notes
This ebook is licensed for your personal enjoyment only. This ebook may not be sold. If you want to share it, please ask the person to download it from Smashwords.
Thank you for respecting the hard work of this author and look out for more ebooks in the future.
Cover image ‘Playing a card game (Dixit)’ courtesy of @sandymillin from the ELTPics collection. Used with permission.
Access more freely useable images: https://www.flickr.com/photos/eltpics/
Chapter 1: Ten good reasons why we should use games in the language classroom
Chapter 2: Are we really sure about using games in the language classroom?
Chapter 3: The nine golden rules of using games in the language classroom
Chapter 4: Three strategies for incorporating games into beginner level classes
Chapter 5: Great kids games to use with adult language learners
Chapter 6: Three great games for verb tense review
Chapter 7: Using games to teach vocabulary? Four reasons to think again
Chapter 1: Ten good reasons why we should use games in the language classroom
Those of you who visit my blog regularly will know that I’m quite a fan of games and use them a lot in my classes. While I would never suggest turning all of your classes into one long ‘gamesfest’, I do always argue that a good game can be not only justified, but should be regarded as an important part of your teaching repertoire.
It therefore seems fitting to start this book with a chapter listing all the reasons why you should use games. In case you’re still in doubt, here are ten of the best reasons to use games in your language classroom:
1. Games create a context for meaningful communication
Certain games do this more obviously than others, but all games do this to a certain extent. Even when the game revolves around discrete language items, such as we would see in a spelling game, meaningful communication occurs because learners need to process how to play the game, as well communicating about the game before, during, and after.
2. This meaningful communication serves as a basis for comprehensible input
The comprehensible input is, basically, what learners understand as they listen and read; it is interaction to enhance comprehensibility,