The Internet TESL
Journal
Using Games to Promote Communicative Skills in
Language Learning
Chen,
I-Jung
ijchentw [at] ms74.hinet.net
Takming College, (Taipei, Taiwan)
This article
considers the reasons why games serve as excellent communicative
activities. The
use of games can be a powerful language learning tool. On the surface,
the aim
of all language games is for students to "use the language"; however,
during
game play learners also use the target language to persuade and
negotiate their
way to desired results. This process involves the productive and
receptive
skills simultaneously. In this article the author also shares her
experience of
some interesting games and their application in the language classroom.
Introduction
In recent years language
researchers and practitioners have shifted their focus from developing
individual linguistic skills to the use of language to achieve the
speaker's objectives.
This new area of focus, known as communicative competence, leads
language
teachers to seek task-oriented activities that engage their students in
creative language use. Games, which are
task-based and
have a purpose beyond the production of correct speech, serve as
excellent
communicative activities (Saricoban & Metin 2000). On the surface,
the aim
of all language games is for students to "use the language"; however,
during
game play learners also use the target language to persuade and
negotiate their
way to desired results. This process involves the productive and
receptive
skills simultaneously.
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 (Uberman 1998). 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
(Horwitz, Horwitz and Cope 1986). 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 positive attitudes towards
them
(Uberman 1998). An action research conducted by Huyen and Nga (2003),
students said that they
liked the
relaxed atmosphere, the competitiveness, and the motivation that games
brought
to the classroom. On the effectiveness of
games,
teachers in Huyen & Nga's (2003)reported that action research
reported that
their
students seem to learn more quickly and retain the learned materials
better in
a stress-free and comfortable environment.
The benefits of using
games
in language-learning can be summed up in nine points.
Games....
- are learner centered.
- promote
communicative competence.
- create
a meaningful context for language use.
- increase learning motivation.
- reduce learning anxiety.
- integrate various linguistic
skills.
- encourage
creative and spontaneous use of language.
- construct
a cooperative learning environment.
- foster
participatory attitudes of the students.
Some Fun
Games
Based on the advantages discussed above, English
teachers in our
school designed a school-wide English competition to help students
experience
the fun and usefulness of English. Here I would like to share with
other teachers
the games we played and some observations I have made.
Our competition involved major five tasks. Students broke into teams
of five members. The team that finished first was the champion. To
further
complicate the game, each task station was hidden in different
locations all
over campus. Participants only obtained directions to the next station
after
completing the present task. This not only offered students a chance to
use their
map-reading and problem-solving skills, but it also added a dynamic
atmosphere
to the competition. The participants were college freshmen at
lower-intermediate language level (about 18 years old).
The tasks are described as follow:
I. Mysterious Landmarks
- Competitors assemble a 20-piece
jigsaw puzzle of a world famous landmark (such as the Eiffel Tower, Mt.
Fuji the
Great Wall, etc).
- Then they describe
puzzle image in five sentences to complete the task.
This
game
encourages students' productive skills and elicits their speech
fluency.
Cross-culture concepts are also addressed. The number, the length, and
the
patterns of sentence can vary depending on the students' language
ability and linguistic
points the instructor would like to reinforce.
II. What's the Number?
- Participants use the four basic
operations (addition, subtraction, division and multiplication) to
compute a simple mathematical equation provided orally by
the
instructor.
- They call out the
correct answer as soon as possible.
This
game addresses
students' listening skills and tests their understanding of numbers,
which is
often an important part of language teaching materials.
III. Story Time
- Participants pick and listen to a
tape randomly selected from a provided stack of tapes (the recording
contains
a spoken excerpt of a well-known children's story, such as the Snow
White, the
Ginger Bread Man, etc).
- After listening to the entire
excerpt, competitors correctly identify the title of the story from a
provided
list.
The
recorded stories
are all classical bedtime stories for young children and have been
translated
into most of the major languages worldwide. Students should be familiar
with those
stories. This game focuses on gist-listening skills. Students only need
to
catch the key terms to figure out what the story is.
IV. Art Master
- The instructor
describes a picture orally.
- Competitors simultaneously recreate
the picture on a sheet of paper, correctly including named objects in
accurate
positions.
This
game reinforces
the use of prepositions, such as to the right of, to the left of, in
the middle
of, or under, etc. It also reinforces the vocabulary of concrete
objects
students have already learned before. The complexity of the picture
will depend
on the level of the students.
V. What's Cooking?
- Participants read
a recipe and make the dish.
- The amount of ingredients and assembly
process must follow exactly the instructions laid out in the recipe.
- The participants eat the dish they have
prepared, all together and as fast as possible, because whoever
finishes the
five tasks first wins the entire competition.
This game not only
reinforces food vocabulary, but it also tests the ability of students
to
comprehend written instructions. This is also good for introducing
cross-culture topics. Recipes may vary depending on what food terms and
cultures
the teachers wishes to cover. Salads and sandwiches are easy-to-prepare
recipes. The eating part adds an additional element of fun to the game.
Although the whole competition is a combination of five games, each
game is suitable for reinforcement of individual language skills and
easily
applied in the classroom. One feature of these games is that students
with
lower language ability in a team can still contribute if they are good
at skills
other than languages, such as putting together jigsaw puzzles,
calculating
numbers, drawing, or eating fast.
Observations
Throughout the competition, I
observed that
students were more engaged in and committed to using English than they
would be
in the classroom. They were attentive to instructions, which they
usually are
not in regular class. In each of the games, students found their own
ways to
express themselves. Participants went all out with their English to win
the
game.
The games also aroused
cultural awareness. After
the competition, students told me they will now pay more attention to
geographical names that they often
ignored before simply
because they had never been there. Thus, students expressed a
motivation and
desire to know more than just linguistic knowledge.
Conclusion
Our experience creating a
competition for our
students taught us that games stimulate communicative
skills. Competitors
revealed that they felt less afraid of using their English during game
play.
I also
observed that they were more willing to ask questions and think
creatively
about how to use English to achieve the goal. The competition gave
students a
natural opportunity to work together and communicate using English with
each
other. Furthermore, by integrating playing and learning, students
practiced the
learned linguistic knowledge in a vivid and meaningful context. Many
came to understand that they could
successfully use English to accomplish a variety of tasks. And finally,
the
competition stimulated their interest in foreign culture. As Uberman
(1998, 87) writes, "Games
encourage, entertain, teach, and promote fluency and communicative
skills. 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."
References
- Horwitz, E.K.,
Horwitz, M.B., and Cope, J.A. 1986. Foreign language classroom anxiety.
The Modern Language Journal 70 (2):
125-132.
- Nuyen, N.T.T.
& Nga, K.T.T. 2003. The effectiveness
of learning vocabulary through games. Asian
EFL Journal 5. http://www.asian-efl-journal.com/dec_03_sub.Vn.html
(accessed September
25, 2004)
- Prasad, U. 2003.
Achieving communicative competence in English. India's
National Newspaper (29, July). http://www.hindu.com/thehindu/edu/2003/07/29/stories/2003072900010200.htm
(accessed September 25, 2004)
- Saricoban, A. and Metin,
E. 2000. Songs, verse and games for teaching grammar. The
Internet TESL Journal 6 (10). http://iteslj.org/Techniques/Saricoban-Songs.html (accessed
September
27, 2004)
- Uberman, A. 1998.
The use of games: for vocabulary presentation and revision. English
Teaching Forum 36 (1): 20. http://exchanges.state.gov/forum/vols/vol36/no1/p20.htm
(accessed September 27, 2004)
The Internet TESL Journal, Vol. XI, No. 2, February 2005
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