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.

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    21st-century skills and the English language classroom

    By Sara Davila

    Are you teaching in a 21st-century classroom? Chances are, If you are an English educator working in the classroom today, you have already moved well ahead of your peers and colleagues teaching math, science, and good old-fashioned grammar. Now that you know you are a 21st-century teacher, what does that mean? And how do you know if you have moved ahead of the curve to embrace what we call 21st-century skills?

    Actually, "21st-century skills" is a bit of a misnomer. The prized skills of this age have existed in teaching and learning as long as we have been teaching and learning. In a modern-day class, Socrates and Aristotle would feel right at home (although maybe underdressed).

    The phrase itself is meant to imply a classroom ready for the upcoming STEM needs of employment that will allow for innovation, development and significant advances across tech and non-tech industries. Yet, the skills themselves do not imply a highly technological classroom. A modern 21st-century class can be a surprisingly low-budget place.

    It can be summarized by the 4Cs:

    • Communication
    • Critical Thinking
    • Creativity
    • Collaboration

    Reading through this list, you may think, "Hey, those are my classroom goals as an English language teacher!" Finally, the rest of the world has caught up with the modern English language classroom. Of course, when describing these skills, we aren't just talking about teaching English, but skills that can be used to prepare learners for the modern age. This means we want our students to be able to:

    • Perform independently and with groups in a highly technologically advanced atmosphere.
    • Be ready for daily, global interaction.
    • Be capable of adaptive, flexible and creative thinking.
    • Understand how to plan for, build, and include collaboration with peers who are colleagues and experts in the field.

    Students and 21st-century skills

    This goes a bit above and beyond the basics of the walls of the English language classroom. And yet, preparing our students for the 21st century doesn't require a classroom resembling a science fiction movie set. Several teachers have proved that you can embed these skills by utilizing the most important resource available in the classroom.

    Your students.

    Sergio Correra is an inspired young teacher at the Jose Urbina Lopez Primary School on the US Border with Mexico. After a year of teaching uninspired curriculum to disengaged students, he returned to the drawing board. He spent time researching ways to improve student engagement and performance and stumbled across exciting research that could be boiled down to one question: Why? Or rather, getting students to ask the question: "Why?" At the beginning of his next school year, he arranged the desk in a circle, sat his students down and asked: "What do you want to learn about?".

    Using this as the jumping-off point, he encouraged students to ask questions, seek out more information, and find more questions to answer.

    Over the next year, he saw his students' test scores rise, the engagement and enthusiasm improved and he received approval from his principal and fellow educators. With few resources and limited access to technology, he found his students shifting from the lowest testing group in the nation to being ranked among the highest for their performance on standardized tests in the country. One of his students was the highest-performing maths student in the country.

    Mr. Correra was inspired by research and reports based on the work of the Indian educator Sugata Mitra. The principle behind Mr. Mitra's approach is to drive student's curiosity by letting them carry out their own learning. In one of his most famous examples, he walked into a classroom in India with computers loaded with information. He explained to the students, now curious about the big shining boxes that held inside something interesting.

    And then he left the students to it.

    In the course of a year, students had taught themselves everything from English to molecular biology, all without the guidance of a teacher. Rather, they were driven by their natural curiosity, playing off of each other's discoveries to go farther and learn more. Embodying what it means to be self-guided, innovative, collaborative and curious learners.

    Keeping your curriculum up to date

    These students who were given freedom are much more likely to ask questions out of curiosity, motivate themselves and learn without guidance. And while this may be wonderful for learners, this isn't exactly helpful for teachers. To get to the 21st-century skills and inspire motivation, do we have to throw away our syllabus and books and trust only in our learners to motivate themselves?

    Fortunately for those of us who have chosen a career in education, that is not the case. We as educators can take lessons from Mr. Correra and Mr. Mitra and use these as a way to inspire interest and engagement in our own classroom while building these skills in our learners.

    As language teachers, it's a matter of blending the 4Cs more thoughtfully into a student-centered classroom where learners can engage in high-interest content that is relevant, useful, and promotes innovation.

    Take your average prepositions lesson as an example. Even in the best communicative classroom, a teacher may still spend time explaining the rules, setting up the activity and delivering instruction. By applying the 4Cs we can turn this lesson a bit more on its head, making a typical ELL grammar lesson magical.

    For example:

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    Communication, critical thinking, and creativity: Ask your studentsto work together to create two ways to give directions. One set of directions for a student who is blind. Another set of directions for a student who is deaf.

    Encourage students to think outside the box and think about ways to give directions using a computer, a mobile phone, a television, or a YouTube video. While there may be some L1 use in the classroom, the goal is for the final product to be in English. Stand back and watch your learners go.

    Another way to engage with 21st-century skills using a typical ELL lesson: the "What's your favorite food lesson?" At some point, we have all experienced it.

    Collaborate: In groups, have students create a survey to assess classroom interest in 10 different foods representing different types of meals (breakfast, lunch, dinner, dessert).

    Communication: Once finished, have learners use the information to create a pie or bar graph to communicate the results and determine which meals are the favorite.

    Critical thinking: Have the students compare their answers with answers from other groups. How many differences are there in the reporting? Is the information consistent with the same foods or does it change drastically? Have students compare their results with other teams. Then ask the groups to create a short written or spoken piece to explain how their results differed from other students.

    Creativity: Using the information collected from the class and after analyzing data from other students, have groups work together to create an advertising campaign that will make the foods that students liked least into foods students may like more. For example, if the survey said that most students did not like for breakfast, the group would need to work together to create an advertising campaign to make kim-chi-chigae seem like a tasty choice for breakfast. To do this students should consider what makes certain foods more popular in the class.

    This may require further follow-up interviewing to find out why students like one thing and not another; this information can then be used in the campaign. This lesson may play out over a few days, but in the end, everyone involved will have gotten much more out of the lesson than they had anticipated.

    Both of these examples represent the use of skills in the ELL classroom. Each lesson also embeds, in one way or another, critical STEM skills.

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    Planning for success with the GSE

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    The Global Scale of English (GSE) is the first truly global English language standard.

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    The American Language Institute

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    A mission statement

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    Key findings from the case study

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  • a young man sat in a lecture hall with other students behind him

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    The ability to change and adapt

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    Wolfe says, “The GSE fit with what we were trying to do because it offers three different options; English for academic learners, English for professionals and English for adults, which is another area that we realized we needed to add to our evening program so that we can serve working adults that are English language learners in our community.”

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    A curriculum that will meet learner needs

    The GSE has allowed the team at the Institute to become more responsive to changing student expectations. The alignment of placement and progress tests to the GSE has allowed instructors to have more input into the courses they are teaching.

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    Standing out from the crowd

    In this time of global hyper-competition, the challenge for any language program is finding innovative ways to stand out from the crowd while staying true to your identity. At Salem State, the staff found that the GSE was the perfect tool for the modern, data-driven approach to education, inspiring constant inquiry, discussion and innovation. It offers students, instructors and administrators a truly global metric to set and measure goals, and go beyond the ordinary.