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'Language learning is hard work ... Effort is required at every moment and must be maintained over a long period of time. Games help and encourage many learners to sustain their interest and work.'
'Games also help the teacher to create contexts in which the language is useful and meaningful. The learners want to take part and in order to do so must understand what others are saying or have written, and they must speak or write in order to express their own point of view or give information.'
'Language learning is hard work ... Effort is required
at every moment and must be maintained over a long period of time. Games
help and encourage many learners to sustain their interest and work.'
'Games also help the teacher to create contexts in which the language
is useful and meaningful. The learners want to take part and in order to do so must understand
what others are saying or have written, and they must speak or write
in order to express their own point of view or give information.'
'The need for meaningfulness in language learning has been accepted
for some years. A useful interpretation of 'meaningfulness' is that
the learners respond to the content in a definite way. If they are amused,
angered, intrigued or surprised the content is clearly meaningful to
them. Thus the meaning of the language they listen to, read, speak and
write will be more vividly experienced and, therefore, better remembered.
If it is accepted that games can provide intense and meaningful practice
of language, then they must be regarded as central to a teacher's repertoire. They are thus not for
use solely on wet days and at the end of term!' (from Introduction,
p. 1)
If you are looking to pursue a meaningful career as an educator, consider
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in education.'Language learning is a hard task which can sometimes
be frustrating. Constant effort is required to understand, produce and
manipulate the target language. Well-chosen games are invaluable as
they give students a break and at the same time allow students to practise
language skills. Games are highly motivating since they are amusing
and at the same time challenging. Furthermore, they employ meaningful
and useful language in real contexts. They also encourage and increase
cooperation.'
'Games are highly motivating because they are amusing and interesting.
They can be used to give practice in all language skills and be used
to practice many types of communication.'
'There is a common perception that all learning should
be serious and solemn in nature, and that if one is having fun and there
is hilarity and laughter, then it is not really learning. This is a
misconception. It is possible to learn a language as well as enjoy oneself
at the same time. One of the best ways of doing this is through games.'
'There are many advantages of using games in the classroom:
1. Games are a welcome break from the usual routine of the language
class.
2. They are motivating and challenging.
3. Learning a language requires a great deal of effort. Games help students
to make and sustain the effort of learning.
4. Games provide language practice in the various skills- speaking,
writing, listening and reading.
5. They encourage students to interact and communicate.
6. They create a meaningful context for language use.'
'Many experienced textbook and methodology manuals
writers have argued that games are not just time-filling activities
but have a great educational value. W. R. Lee holds that most language
games make learners use the language instead of thinking about learning
the correct forms (1979:2). He also says that games should be treated
as central not peripheral to the foreign language teaching programme.
A similar opinion is expressed by Richard-Amato, who believes games
to be fun but warns against overlooking their pedagogical value, particularly
in foreign language teaching. There are many advantages of using games.
"Games can lower anxiety, thus making the acquisition of input
more likely" (Richard-Amato 1988:147). They are highly motivating
and entertaining, and they can give shy students more opportunity to
express their opinions and feelings (Hansen 1994:118). They also enable
learners to acquire new experiences within a foreign language which
are not always possible during a typical lesson. Furthermore, to quote
Richard-Amato, they, "add diversion to the regular classroom activities,"
break the ice, "[but also] they are used to introduce new ideas"
(1988:147). In the easy, relaxed atmosphere which is created by using
games, students remember things faster and better (Wierus and Wierus
1994:218). S. M. Silvers says many teachers are enthusiastic about using
games as "a teaching device," yet they often perceive games
as mere time-fillers, "a break from the monotony of drilling"
or frivolous activities. He also claims that many teachers often overlook
the fact that in a relaxed atmosphere, real learning takes place, and
students use the language they have been exposed to and have practised
earlier (1982:29). Further support comes from Zdybiewska, who believes
games to be a good way of practising language, for they provide a model
of what learners will use the language for in real life in the future
(1994:6).'
'Games encourage, entertain, teach, and promote fluency. If not for
any of these reasons, they should be used just because they help students
see beauty in a foreign language and not just problems that at times
seem overwhelming.'
When to Use Games
'Games are often used as short warm-up activities or when there is some
time left at the end of a lesson. Yet, as Lee observes, a game "should
not be regarded as a marginal activity filling in odd moments when the
teacher and class have nothing better to do" (1979:3). Games ought
to be at the heart of teaching foreign languages. Rixon suggests that
games be used at all stages of the lesson, provided that they are suitable
and carefully chosen.'
'Games also lend themselves well to revision exercises helping learners
recall material in a pleasant, entertaining way. All authors referred
to in this article agree that even if games resulted only in noise and
entertained students, they are still worth paying attention to and implementing
in the classroom since they motivate learners, promote communicative
competence, and generate fluency.'
'Games have been shown to have advantages and effectiveness
in learning vocabulary in various ways. First, games bring in relaxation
and fun for students, thus help them learn and retain new words more
easily. Second, games usually involve friendly competition and they
keep learners interested. These create the motivation for learners of
English to get involved and participate actively in the learning activities.
Third, vocabulary games bring real world context into the classroom,
and enhance students' use of English in a flexible, communicative way.'
'Therefore, the role of games in teaching and learning vocabulary cannot
be denied. However, in order to achieve the most from vocabulary games,
it is essential that suitable games are chosen. Whenever a game is to
be conducted, the number of students, proficiency level, cultural context,
timing, learning topic, and the classroom settings are factors that
should be taken into account.'
'In conclusion, learning vocabulary through games is one effective and
interesting way that can be applied in any classrooms. The results of
this research suggest that games are used not only for mere fun, but
more importantly, for the useful practice and review of language lessons,
thus leading toward the goal of improving learners' communicative competence.'
* Games are fun and children like to play them. Through
games children experiment, discover, and interact with their environment.
(Lewis, 1999)
* Games add variation to a lesson and increase motivation by providing
a plausible incentive to use the target language. For many children
between four and twelve years old, especially the youngest, language
learning will not be the key motivational factor. Games can provide
this stimulus. (Lewis, 1999)
* The game context makes the foreign language immediately useful to
the children. It brings the target language to life. (Lewis, 1999)
* The game makes the reasons for speaking plausible even to reluctant
children. (Lewis, 1999)
* Through playing games, students can learn English the way children
learn their mother tongue without being aware they are studying; thus
without stress, they can learn a lot.
* Even shy students can participate positively.
How to Choose Games
* A game must be more than just fun.
* A game should involve "friendly" competition.
* A game should keep all of the students involved and interested.
* A game should encourage students to focus on the use of language rather
than on the language itself.
* A game should give students a chance to learn, practice, or review
specific language material