Preview

Using Games in Teaching Grammar

Powerful Essays
Open Document
Open Document
6941 Words
Grammar
Grammar
Plagiarism
Plagiarism
Writing
Writing
Score
Score
Using Games in Teaching Grammar
PLAN

Introduction………………………………………………………………………...3

Chapter I……………………………………………………………………………7
Theoretical aspects of teaching grammar games.......................................................7 1.1. The advantages of using games…………………………………………7 1.2. The adequacy in using games…………………………………………...9 1.3. Learning grammar through games…………………………………….12

Chapter II……………………………………………………………………….....17
Samples of grammar games……………………………………………………….17 2.1. Games with prepositions………………………………………………..17 2.2. Conditionals and wishes………………………………………………...19 2.3. Relationships between ideas…………………………………………….22

Conclusion………………………………………………………………………...24
Bibliography……………………………………………………………………....25
Appendix………………………………………………………………………….26
INTRODUCTION

Topicality Games offer students a fun-filled and relaxing learning atmosphere. After learning and practicing new vocabulary, students have the opportunity to use language in a non-stressful way. While playing games, the learners' attention is on the message, not on the language. Rather than pay attention to the correctness of linguistic forms, most participants will do all they can to win. This eases the fear of negative evaluation, the concern of being negatively judged in public, and which is one of the main factors inhibiting language learners from using the target language in front of other people. In a game-oriented context, anxiety is reduced and speech fluency is generated-thus communicative competence is achieved. Games are also motivating. Games introduce an element of competition into language-building activities. This provides valuable impetus to a purposeful use of language (Prasad 2003). In other words, these activities create a meaningful context for language use. The competitive ambiance also makes learners concentrate and think intensively during the learning process, which enhances unconscious acquisition of inputs. Most students who have experienced game-oriented activities hold



Bibliography: 4.  Joel Bacha. "Play and Affect in Language Learning. Granada, London (1972) 5.  Horwitz E.K., Horwitz, M.B., and Cope, J.A 12.  Wright A. Games for Language Learning. Cambridge University Press, 1984. 13.  Wilga M. Rivers, Mary S. Temperley. A practical guide to the teaching of English as a second language. - Cambridge, 1978. 14.  Yin Yong Mei and Jang Yu-jing. 'Using Games in an EFL Class for Children ' Daejin University ELT Research Paper. Fall, 2000.

You May Also Find These Documents Helpful

  • Better Essays

    Get In The Game Analysis

    • 1347 Words
    • 6 Pages

    Importantly, Powell discusses the notion that playtime is the first mode by which children begin to learn about and understand the world around them (Powell, 2013, p. 836). Games such as pretend play, traditional board games, and video games allow children to learn important concepts such as sharing, turn-taking, and strategy (Powell, 2013, p. 836). Powell also presents evidence which demonstrates that games provide children with the ability to develop emotional competency skills including, but not limited to, self-regulation, empathy, and the ability to see and understand different perspectives (Powell, 2013, p, 836-7). This enhancement in emotional competency skills allows children to better connect with other students and their peers, thus showing that game play is highly beneficial to children in a myriad of ways. Not only do children connect better with their peers as a result of instituting game play, children also connect better with the subject material and works they are reading. According to Powell, “Research indicates that play around stories may encourage the development of critical comprehension skills while simultaneously developing students’ love of stories and their ability to connect with books on a personal level” (Powell, 2013, p. 837). This ultimately demonstrates the idea that game play allows children to better understand, empathize, and relate to the…

    • 1347 Words
    • 6 Pages
    Better Essays
  • Good Essays

    Games are a powerful to engage people with ideas and with each other. They are a way to learn new skills, and to interact with other people. This interaction can be with other people in the same room or with people online. Games are fun. This is obvious, but sometimes it can become forgotten about in the discussion.…

    • 1641 Words
    • 7 Pages
    Good Essays
  • Satisfactory Essays

    Also, having mini games can help the teacher check for student’s understanding. They will be learning and having fun at the sametime.…

    • 962 Words
    • 4 Pages
    Satisfactory Essays
  • Good Essays

    Video Games in Education

    • 483 Words
    • 2 Pages

    Educational video games are sometimes referred to as ‘edutainment’ in the industry. Experts believe that these games make learning fun by using entertainment as an educational tool. These games take a specific type of learning or topic and build a game around that topic. For example, kids might learn math by playing a flying game. The hope is that the child will have fun and forget that they’re learning, but still maintain the knowledge they pick up while playing.…

    • 483 Words
    • 2 Pages
    Good Essays
  • Good Essays

    Games are principally used once there's some time left at the top of the lesson to stay students quiet. However, Lee (1979, p. 3) proposes that “games mustn't be considered a marginal activity, filling in odd moments once the teacher and class don't have anything better to try to to.” With this in mind, games ought to be placed into the middle of room teaching and that they mustn't be treated as a just tune-up activity. Rinvolucri (1990) clarifies that a game is employed in any of those 3 stages whereas exploiting them as a vicinity of grammar instruction: a) before presenting a given structure, particularly to seek out diagnostically what proportion of data is already illustrious by the learners; b) once a grammar presentation to envision…

    • 754 Words
    • 4 Pages
    Good Essays
  • Powerful Essays

    Teachers are recognising the value of video games in the classroom to create a visual approach to a wide range of studies. The sizeable impact that this has on the students is not just about fun, it is also good pedagogy. The ability to combine an extremely fun activity with the learning concept can produce amazing results without the learner considering their environment. Video games also expand the imagination of the learner with the probability that they will want to re-visit the game in their own time or the classroom environment. Evidence suggests that vital skills can honed by children watching video games such as spatial visualisation (Subrahmanyam, K. & Greenfield, P. 1994), and language learning. The games can be used as a tool for measuring self-esteem, feedback and behavioural changes. A plethora of anomalies exist within the technology along with the curriculum, social and pedagogical levels in education amongst school based learning. When teachers engage students with content-aligned games, and particularly epistemic games, good pedagogy takes place while still maintaining levels of difficulty that will stimulate the imagination. This will keep the focus on the video game while the student may not even be aware of their learning…

    • 1271 Words
    • 6 Pages
    Powerful Essays
  • Good Essays

    Okokok

    • 64694 Words
    • 259 Pages

    . [Ahearn 2002] Ahearn, L. (2002) The Game Proposal, Part One: The Basics. Verkkojulkaisussa Gamasutra (http://www.gamasutra.com/). [Ahearn 2006] Ahearn, L. (2006) The Game Proposal, Part Two: The Contents. Verkkojulkaisussa Gamasutra (http://www.gamasutra.com/). [Amory et al. 1998] Amory, A.& Naicker, K., Vincent, J. & Adams, C. (1998) Computer Games as Learning Resource. Saatavilla www-muodossa: http://www.und.ac.za/und/biology/staff/amory/edmedia98.html>. 15.2.2005. [Andriole 1990] Andriole, S.J. (1990) Information System Design Principles for the 90s: Getting it Right. Fairfax(VG): AFCEA International Press. [Arlow & Neustadt 2002] Arlow, J. & Neustadt, I. (2002) UML and the Unified Process. Practical Object-Oriented Analysis & Design. London: Pearson Education. [Avedon & Sutton-Smith 1971] Avedon, E.M. & Sutton-Smith, B. (1971) The Study of Games. New York: John Wiley. [Baltra 1990] Baltra, A. (1990) Language learning through computer adventure games. Simulation and gaming 21, 445–452. .() [Williams et al. 2000] Williams, L., Kessler, R.R., Cunningham, W. & Jeffries, R. (2000) Strengthening the Case for Pair Programming. In Software, Vol. 17, No. 4. Pp. 19-25. [Zimmerman 2003] Zimmerman, E. (2003) Play as Research: The Iterative Design Process. Teoksessa Laurel, B. (toim.) Design Research: Methods and Perspectives. Cambridge (MA): MIT Press. Require-…

    • 64694 Words
    • 259 Pages
    Good Essays
  • Best Essays

    Introduction . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . … . .3…

    • 14427 Words
    • 58 Pages
    Best Essays
  • Powerful Essays

    Language is a means by which man develops himself and helps other develop them. Therefore, the fulfilment of man’s aims and aspirations as an individual and of his role on his immediate and wider community depends greatly upon his ability to communicate.…

    • 15522 Words
    • 57 Pages
    Powerful Essays
  • Best Essays

    Introduction The idea of using games to engage students in the process of active learning is not new. Over the past several years, educators have been increasingly incorporating various games into their teaching curriculum in an effort to create a fun and engaging learning environment for students. Although this can be very challenging and time consuming, interactive, collaborative and competitive games tend to motivate and encourage student participation in the learning process. Over the years, the format for classroom games has changed drastically. There are many more options that incorporate the use of technology and interactivity. Quinn and Iverson argued that students “need to be engaged more and to be put at the centre of the learning experience to change from ‘passive vessel’ to ‘active participant’” (as cited in Pannesse & Carlesi, 2007). In my classroom, I have conducted several games with my students as a means to review previously taught material and to prepare for tests. I have noticed that most of my students tend to enjoy hands-on activities in my courses; however, I wonder sometimes when we play games or do activities if they are grasping the content of the material in the process. Some students appear to learn more when they are competing in a game or activity while others seem like they are bored or possibly distracted. As a whole, the feedback I have received from students regarding the benefits of the review games we play has been positive and many students suggest that we play them more often. Although I try to listen to my students’ feedback, I am reluctant to play review games more often because I have yet to document…

    • 3989 Words
    • 16 Pages
    Best Essays
  • Powerful Essays

    Students can express their competitive urges as video games provide a safe place for them to do so. By friendly competition among the students in video games, students will try their best to cooperate with others to win the game, and also shown as an effective way to improve their social skills. Besides, leadership is an important skill in social activities. Through some multiplayers video games, the students can actually build up their leadership as they can take turns leading or following, which benefit them as well in future during their career. Their teamwork abilities are put to the test, and they must hone their communication and interpersonal skills in order to progress. In other hands, video games might reduce introversion. In this modern generation, not only men will work for supporting his family, the women also. This lead to a dangerous social problem to the kids as both parents are busy to fight for their career and rarely paying any attention to their kid. In school, some of the kids were be ignored by the busy teachers. The kids will feel neglected as they got less concern from their parents and teachers. When they get less concern, slowly, they will get more and more introversion. As to change the situation like that, kids can try to start participate in the games. There is constant communication between the players which in turn results in the development of meaningful as well as casual relationships among them. In addition, video games in classroom learning can make a strong bonding between the students, and improve their relationship as well. A research from Mark Griffiths, professor of Gambling Studies in the Psychology Division, Nottingham Trent University in 2002, Videogames provided an interest that was popular with other children makes talking and playing together so much easier. There are always other children who…

    • 1532 Words
    • 7 Pages
    Powerful Essays
  • Powerful Essays

    Games for Young Learners

    • 1998 Words
    • 8 Pages

    Many researches stated that learning a language is better started from early age because in this stage the children will be easier to acquire the language, sooner they start learning, more proficient they will be in using the language. Therefore, presently, English is introduced starting from kindergarten and becomes one lesson subject that must be taken in elementary school based on government’s rule in Indonesia. In this level, the children are usually called by young learners. Young learners are those who just start the formal school until they are in eleven or twelve years old.…

    • 1998 Words
    • 8 Pages
    Powerful Essays
  • Satisfactory Essays

    ESSAY Ekin Deniz Ilhan

    • 313 Words
    • 1 Page

    Students also need to learn new vocabularies. The more they learn new vocabularies, the more their reading and writing knowledge will improve. One of the most powerful tools for learning new words to play games. It is not only very enjoyable but also very educatory for students.…

    • 313 Words
    • 1 Page
    Satisfactory Essays
  • Good Essays

    People cannot be agents of their own learning if they cannot make decisions about their learning will work. Students and learners should try new styles. Good games achieve this goal in one (or both) of two ways. In some games, players are able to customize the game play to fit their learning and playing styles. In others, the game is designed to allow different styles of learning and playing to work. Classrooms adopting this principle would allow students to discover their favored learning styles and to try new ones without fear. In the act of customizing their own learning, students would learn a good deal not only about how and why they learn, but about learning and thinking…

    • 1086 Words
    • 5 Pages
    Good Essays
  • Satisfactory Essays

    Student Life and Fun

    • 476 Words
    • 2 Pages

    Thus, we find games develop the best in our body and mind. Games have a humanizing effect and make us better men. In short, we can say that games educate and prepare us for life.…

    • 476 Words
    • 2 Pages
    Satisfactory Essays