How can gaming support language learning?

Jacqueline Martin
Jacqueline Martin
A child running with a rugby ball outside, with children behind them

Reading time: 5 minutes

Academics and teachers have been writing about the benefits of using games in the language classroom for many years. Wright et al (1984), Lee Su Kim (1995), Ubermann (1998), Ersoz (2000), Yong Mei and Yu-Jin (2000) and Thi Thanh Huyen and Khuat Thi Thu Nga (2003) all pretty much agreed that games provide a useful and meaningful context for language use; encourage students to interact and communicate; can both challenge and reduce anxiety (as the emphasis is on the message, not the form); provide practice in all four skills; and help students to make and sustain the significant effort involved in learning a language.

Kim and others have also noted that games can offer a welcome break from the usual routine of the language class. Playing a game after an intensive test or with over-excited students after break time can help re-engage learners instantly in your lesson, and you'll maximize your time with them.

Lengeling and Malarcher (1997) took the list of potential benefits of games in the classroom even further.

Affective

  • Games lower the affective filter
  • They encourage the creative and spontaneous use of language
  • They 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 a 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

It is important to bear in mind that when the above was written over 20 years ago, it was with reference mostly to more traditional games. But more recent evidence seems to indicate that the same principles apply. Some additional benefits cited by teachers I've spoken to are that:

  • Games could make language lessons less threatening for less confident pupils as their concern about getting sentence form wrong was reduced, and so their production greater.
  • Students learn more than just the language of the lesson when playing a game; they may learn instructional language through discussion or rules and sometimes negotiation skills and a lesson in cultural differences too.
  • Students can form a greater variety of emotional connections with language through playing games, for example acting out a word or seeing another student do so, or remembering a clue for a word.

So, playing games can help students learn a language – but is just playing them enough? Some teachers like using games with less motivated classes who won't engage with straight practice activities and will willingly use key vocabulary and structures in a game, gaining much-needed practice without even realizing it. In today's language-learning context, though, is that a good thing?

Motivating the unmotivated

In recent years, much research has shown that students learn better when the intention or objective of the lesson is clear to them. In short, they understand what they're supposed to be learning and why and, when taking it to the next level, can assess their own learning and be actively involved in planning their next steps.

Would knowing that the games they play are actually a way of doing some additional language practice make these students engage less? Opinion differs, and some discussion seems to center around the actual activity involved. Some games are thinly veiled group-work tasks, but other games that are at the right proficiency level (or slightly above) and take into account factors like cultural context, available time, learning topic and the classroom setting are generally considered to have a positive impact.

Another major influence on improving motivation is the feedback a student receives, and this is something games can also support. Online games can provide richer simulated learning experiences and immediate feedback to students in a variety of ways.

Above all, the main issue for the less motivated students is usually that they can't see why they need to learn English. Playing games not only simulates 'real' contexts but also helps them understand that they can accomplish a variety of tasks using English as a medium, which is motivational in itself.

As teachers, there is a responsibility to explain how or why games will help students learn. This can equally motivate learners (or parents) who fear that playing games is just frivolous time-wasting. For example, informing even adult students that a simple hangman or hot seat game helps them improve spelling skills, gets their brains focused on recognizing the shape and structure of new words, and facilitates their learning of new vocabulary soon helps them see the value (Simpson 2011).

Can games help learners acquire 21st-century skills?

Maybe we can draw the conclusion that games can positively impact learning – but is that even enough? Today's teachers have to ensure not just that their students learn but that they acquire the skills they need for life and jobs in the 21st century. Can games help here too? This is a newer area of research, but evidence seems to indicate that games can help students learn a variety of important skills such as critical thinking skills, creativity, teamwork and good sportsmanship.

These ideas were taken seriously by Robert Morris University Illinois, who offered an e-sports scholarship for the first time in 2014. They studied two groups of students – football players and gamers – and found that levels of competitiveness, perseverance, focus and determination were very similar. Both groups showed a similar desire to excel as part of a team. Both 'sports' required the team members to be detail-orientated, have good hand-eye coordination and have a strategic mind. The only difference was in the level of cardiovascular activity. Both groups received performance analysis and tactical advice from coaches and both subsequently made improvements.

How many universities will start to offer these types of programs remains to be seen. Still, the idea that online competitive gaming can improve performance is being brought to the workplace too. Think about what virtual teams could learn from playing role-based collaborative games. Team members have set roles and clear and shared goals and have to work closely together to formulate an action plan to achieve them. Teamwork, skill, strategic thinking and communication are essential.

All these are important skills for today's workplace, so maybe gaming can provide an opportunity to hone these in a lower-risk environment and improve business performance.

These examples are clearly far from the norm, but they do seem to indicate that using gaming to support learning in the classroom is not a waste of time. When you get the right mix of gaming and learning, it develops a student's autonomous learning skills and encourages them to spend more time on task – both of which greatly impact learner outcomes.

Need language learning game ideas for your young learners? Read our postÌý5 quick and easy ESL games for teaching young learners.

References

Games for Language LearningÌý(2nd. Ed.) by Andrew Wright, David Betteridge and Michael Buckby. Cambridge University Press, 1984.

Six Games for the EFL/ESL ClassroomÌýby Aydan Ersöz. The Internet TESL Journal, Vol. VI, No. 6, June 2000.

Creative Games for the Language ClassÌýby Lee Su Kim. 'Forum' Vol. 33 No 1, January – March 1995, P35.

The Use of Games For Vocabulary Presentation and RevisionÌýby Agnieszka Uberman.ÌýForumÌýVol. 36 No 1, JanuaryÌý – March 1998 P20.

Learning Vocabulary Through GamesÌýby Nguyen Thi Thanh Huyen and Khuat Thi Thu Nga.ÌýAsian EFL JournalÌý– December 2003.

Using Games in an EFL Class for ChildrenÌýby Yin Yong Mei and Jang Yu-jing. Daejin University ELT Research Paper, Autumn, 2000.

Index Cards: A Natural Resource for TeachersÌýby M. Martha Lengeling and Casey Malarcher.ÌýForumÌýVol. 35 No 4, October - December 1997 P42.

Why Use Games in the Language Classroom?Ìýby Adam John Simpson.ÌýHLTMag, Issue 2, April 2011.

Using Games to Promote Communicative Skills in Language LearningÌýby I-Jung Chen.Ìý, Vol 10, No.2, February 2005.

Getting to Grips with Assessment. Impact Leaflet – National Foundation for Educational Research.

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    Another issue is that if students continue to use AI for a skill they are capable of doing on their own, they’re likely to eventually lose that skill or become significantly worse at it.

    These points create a significant ethical dilemma:

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    AI-integration strategies

    There are many ways in which educators can integrate AI responsibly, while encouraging our learners to do so too.

    1.ÌýRedesign tasks to make them more ‘AI-resistant’

    No task can be completely ‘AI-resistant’, but there are ways in which teachers can adapt coursebook tasks or take inspiration from activities in order to make them less susceptible to being completed using AI.

    For example:

    • Adapt writing tasks to be hyperlocal or context-specific. Generative AI is less likely to be able to generate texts that are context-bound. Focus on local issues and developments, as well as school or classroom-related topics. A great example is having students write a report on current facilities in their classroom and suggestions for improving the learning environment.
    • Focus on the process of writing rather than the final product. Have students use mind maps to make plans for their writing, have them highlight notes from this that they use in their text and then reflect on the steps they took once they’ve written their piece.
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    • Design tasks with skill-building at the core. Have students use their critical thinking skills to analyse what AI produces, creatively adapt its output and problem solve by fact-checking AI-generated text.

    2.ÌýUse AI so that students understand you know how to use it

    Depending on the policies in your institution, if you can use AI in the classroom with your students, they will see that you know about different AI tools and their output. A useful idea is to generate a text as a class, and have students critically analyse the AI-generated text. What do they think was done well? What could be improved? What would they have done differently?

    You can also discuss the ethical implications of AI in education (and other industries) with your students, to understand their view on it and better see in what situations they might see AI as a help or a hindrance.

    3.ÌýUse the GSE Learning Objectives to build confidence in language abilities

    Sometimes, students might turn to AI if they don’t know where to start with a task or lack confidence in their language abilities. With this in mind, it’s important to help your students understand where their language abilities are and what they’re working towards, with tangible evidence of learning. This is where the GSE Learning Objectives can help.

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    • Start by sharing the GSE Learning Objectives with students at the start of class to ensure they know what the expectations and language goals are for the lesson. At the end of the lesson, you can then have students reflect on their learning and find evidence of their achievement through their in-class work and what they’ve produced or demonstrated.
    • Set short-term GSE Learning Objectives for the four key skills – speaking, listening, reading and writing. That way, students will know what they’re working towards and have a clear idea of their language progression.
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    Teaching engaging exam classes for teenagers

    By Billie Jago
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    Teachers all over the world know just how challenging it can be to catch their students’ interest and keep them engaged - and it’s true whether you’re teaching online or in a real-world classroom.

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    Speaking - A communicative, freer practice activity to encourage peer feedback.

    Put students into pairs and assign them as A and B. Set up the classroom so pairs of chairs are facing each other - if you’re teaching online, put students in individual breakaway rooms.Ìý

    Hand out (or digitally distribute) the first part of a speaking exam, which is often about ‘getting to know you’. Have student A’s act as the examiner and B’s as the candidate.Ìý

    Set a visible timer according to the exam timings and have students work their way through the questions, simulating a real-life exam. Have ‘the examiners’ think of something their partner does well and something they think they could improve. You can even distribute the marking scheme and allow them to use this as a basis for their peer feedback. Once time is up, ask student B’s to move to the next ‘examiner’ for the next part of the speaking test. Continue this way, then ask students to switch roles.Ìý

    Note: If you teach online and your teaching platforms allow it, you can record the conversations and have students review their own performances. However, for privacy reasons, do not save these videos.

    Listening – A student-centered, online activity to practice listening for detail or summarising.

    Ask pairs of students to set up individual online conference call accounts on a platform like Teams or Zoom.Ìý

    Have pairs call each other without the video on and tell each other a story or a description of something that has happened for their partner to listen to. This could be a show they’ve watched, an album they’ve listened to, or a holiday they’ve been on, for example. Ask students to write a summary of what their partner has said, or get them to write specific information (numbers, or correctly spelt words) such as character or song names or stats, for example. Begin the next class by sharing what students heard. Students can also record the conversations without video for further review and reflection afterwards.

    Writing –ÌýA story-writing group activity to encourage peer learning.

    Give each student a piece of paper and have them draw a face at the top of the page. Ask them to give a name to the face, then write five adjectives about their appearance and five about their personality. You could also have them write five adjectives to describe where the story is set (place).Ìý

    Give the story’s opening sentence to the class, e.g. It was a cold, dark night and… then ask students to write their character’s name + was, and then have them finish the sentence. Pass the stories around the class so that each student can add a sentence each time, using the vocabulary at the top of the page to help them.Ìý

    Reading –ÌýA timed, keyword-based activity to help students with gist.

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    All 4 skills –ÌýA dynamic activity to get students moving.

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    • ListeningÌý
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    How to assess your learners using the GSE Assessment Frameworks

    By Billie Jago
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    With language learning, assessing both the quality and the quantity of language use is crucial for accurate proficiency evaluation. While evaluating quantity (for example the number of words written or the duration of spoken production) can provide insights into a learner's fluency and engagement in a task, it doesn’t show a full picture of a learner’s language competence. For this, they would also need to be evaluated on the quality of what they produce (such as the appropriateness, accuracy and complexity of language use). The quality also considers factors such as grammatical accuracy, lexical choice, coherence and the ability to convey meaning effectively.

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    Developed in collaboration with assessment experts, the GSE Assessment Frameworks are intended to be used alongside the GSE Learning Objectives to help you assess the proficiency of your learners.

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    What are the GSE Assessment Frameworks?

    • The GSE Assessment Frameworks are intended to be used alongside the GSE Learning Objectives to help teachers assess their learners’ proficiency of all four skills (speaking, listening, reading and writing).
    • The GSE Learning Objectives focus on the things a learner can do, while the GSE Assessment Frameworks focus on how well a learner can do these things.
    • It can help provide you with examples of what proficiencies your learners should be demonstrating.ÌýÌý
    • It can help teachers pinpoint students' specific areas of strength and weakness more accurately, facilitating targeted instruction and personalized learning plans.
    • It can also help to motivate your learners, as their progress is evidenced and they can see a clear path for improvement.

    An example of the GSE Assessment Frameworks

    This example is from the Adult Assessment Framework for speaking.

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    The GSE range (and corresponding CEFR level) is shown at the top of each column, and there are descriptors that students should ideally demonstrate at that level.

    However, it is important to note that students may sit across different ranges, depending on the sub-skill. For example, your student may show evidence of GSE 43-50 production and fluency and spoken interaction, but they may need to improve their language range and accuracy, and therefore sit in a range of GSE 36-42 for these sub-skills.