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 post5 quick and easy ESL games for teaching young learners.

References

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

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

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

The Use of Games For Vocabulary Presentation and Revisionby Agnieszka Uberman.ForumVol. 36 No 1, January – March 1998 P20.

Learning Vocabulary Through Gamesby Nguyen Thi Thanh Huyen and Khuat Thi Thu Nga.Asian EFL Journal– December 2003.

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

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

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

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

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

More blogs from app

  • A woman reading outside with a book

    Three ways English students can learn to read at home

    By Kate Fitzpatrick
    Reading time: 4 minutes

    Read more at home if you want to learn English faster: three ways to get into the habit

    I can hear parents, ELT learners and teachers all over the world thinking to themselves: We know it helps if English students learn to read for pleasure at home, but how are we supposed to find the time? Who is buying these materials? What if a parent doesn’t speak English themselves?

    That’s the beauty of reading at home, also called extensive reading: it’s completely autonomous and parents can be as involved as much or little as they like. There’s more good news as it’s never been cheaper to assemble a selection of extensive readers for your children or students, meaning that cost is no longer so much of a barrier to reading at home.

    Is extensive reading really that critical to learning English?

    Stephen D. Krashen’s [1]offers a marvellous summary and critique of extensive reading studies around the world, concluding that:

    "When [second language learners] read for pleasure, they can continue to improve in their second language without classes, without teachers, without study and even without people to converse with.’"(Krashen 1993 p. 84)

    Philip Prowse’s excellent article, “What is the secret of extensive reading?”[2]agrees with Krashen’s conclusion.

    Prowse goes into more detail about efficacy studies at primary, secondary and adult levels. This body of evidence finds that reading for pleasure improves results in grammar, writing, speaking and fluency, as well as comprehension and vocabulary – both alongside and instead of traditional textbooks.

    So, we know it works. As with so many education-related things, the question is how to implement them. Christine Nuttall talks about the virtuous circle of reading – once a learner begins to enjoy reading, they are more likely to read more and benefit more from it, so they learn to read more, and so on.

    The reverse is also true. The questions then follow: how do we motivate our Instakids to read at home in English, if they won’t read in their first language? How do we carve out time between travel, work, school and homework? Here are three ways you can form the habit of reading at home:

    1. Learners need access to extensive reading material at home to use it

    Krashen establishes this common-sense fact based on five studies from 1983 to 2003.[2]It can be a reading app, an online library subscription or a pile of readers in the corner – whatever it is, it has to be the right level for the student and it has to be a topic they’re interested in, or they’ll never learn to read for pleasure.

    Negative reading habits can happen simply because there isn’t much available to the learner: Worthy and McCool studied 11 sixth-graders in 1998 who "hated to read", and found a direct correlation between those students and the lack of reading material at home.[3] Thankfully, we now have more options than we used to:

    For extensive reading online, the Extensive Reading Foundation offers good-quality, free materials, in audio and print, at its .These text resources and audiobooks tend to be quite basic and the stories are largely classics. You can choose by level and genre, and there is also a publisher directory.

    • You can purchase full app English Readers and other publishers’ Kindle editions on the Kindle store, iBookstore and Google Play, and read them on an e-reader, phone or tablet using the Kindle app. These are finely-graded, contemporary, relevant e-books with titles like , , , , , , and .
    • An e-book library subscription can be a cost-effective way to get access to a lot of e-books online through your browser. is a Japanese-run online library which offers hundreds of full-text graded readers, from reputable publishers, and charges about $19 per year.
    • For print readers, cost can be an issue. If you can't buy readers at your local bookshop from a publisher like app, you can buy first- or second-hand readers cheaply from Amazon or the Book Depository, or you can ask your school to let you know when they’re upgrading their readers library, as you may be able to take some of the older books home.

    2.Make the most of the commute or the school run

    The key here is routine – give it a try and see if it works for you. Reading doesn’t just happen on a page. Today’s English learners have multiple ways to read for pleasure on their various devices as well as in print, all of which are well-adapted for reading and listening on the train/on the bus/in the car/on foot.

    I listen to podcasts on my commute by train and, to this day, I know my times tables thanks to a tape my mother used to play in the car on the way to primary school.

    • Download a podcast or audiobook. Ideally, an English learner would both read and listen, but one or the other is better than nothing. Audible.com has plenty of English extensive readers in audiobook format, and a year’s membership is $10 per month, or you can buy individual audiobooks. There are classic extensive reading podcasts available on iTunes for $4.99 each.
    • Never underestimate your public library.is an online service that finds your local library for you, wherever you are in the world. You can also search by title and see which libraries carry that particular book. Just think: you could create an instant, extensive reading library at your home for free that changes every month.

    3. Consider the power of rewards

    You can reward your child or reward yourself for building a reading habit. Remember, we are talking about starting a virtuous circle: persuading a learner to begin a new habit of reading in English for pleasure. Reward mechanisms can be very effective.

    This idea should be explored on a case-by-case basis – it depends on what you or your child responds to best. In my opinion, starting a reading habit is well worth a glass of wine, a chocolate treat, or an extra half-hour playing video games.

    References

    [1]Krashen, Stephen D. (2004),p57

    [2] Prowse, Philip: “”

    [3] Worthy, J. and McKool, S. (1996): “” in Ibid, p61