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.

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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    How to motivate reluctant readers

    By Sue Alderman

    Reading in English can be one of the most challenging activities for young learners and teenagers, especially when they don’t get much enjoyment from reading in their own language.

    These four reading strategies are fun, high-energy, and educational ways of getting even the most reluctant students involved in your reading lessons.

    1. Bring outside interests into the classroom

    Many students find it hard to get enthused by the reading texts used in their classrooms; they might feature complex vocabulary, be too generic, or just not resonate with their interests. An effective way of reaching out to the more reluctant readers in the class is to use reading materials related to the media they enjoy engaging with in their leisure time.

    app’s Marvel series of graded readers provides an ideal opportunity for bringing popular movie culture into your learners’ reading skills development. All of the readers are designed specifically for use in the classroom and feature an integrated skills approach that reinforces vocabulary and helps develop language skills. The readers come with activities to complete throughout the book rather than at the end, and key vocabulary is highlighted and defined.

    Excitingly, most of our readers come with downloadable audio files (MP3s), so the students can listen along and hear the stories come to life. The audio can help students model pronunciation, get used to different accents and dialects, and make it even more accessible for students who are still less keen on reading.

    2. Gamify the reading experience

    By adding simple game dynamics and mechanics to your reading activities, you can add a competitive and fun element to your classes. This could help maintain the interest of learners who might otherwise lose enthusiasm.

    The “dictogloss” activity is a good way of adding that extra element as it uses a countdown timer and peer-to-peer interaction to make the reading more of a competitive game.

    First, find a good level and age-appropriate story for your students. Before you begin reading the story, tell your students to pay close attention because they are going to re-tell it themselves later.

    You will need to read the story to the students in an engaging way, occasionally stopping, and asking students what they think will happen next.

    Afterwards, allow the students five minutes to write as much of the story as they can remember in their notebooks.

    When time is up, put the students in pairs and allow them to compare stories and correct each other, combining their stories, so they have a complete version. Help students by writing key vocabulary on the board as they request it.

    Finally, hand out the original story for students to compare. Get feedback to find out what new vocabulary they have learned and help them make corrections in their stories where needed.

    3. Experiment with high-energy activities

    Reading doesn’t have to be a sedentary activity. Make use of the classroom space and use movement as a way to motivate and engage your students.

    Add a dash of physical activity to your reading task by turning it into a running dictation competition. At the same time, they will practice a whole range of skills; reading, listening, pronunciation, and writing.

    Before the class, stick some level-appropriate reading materials to a classroom wall; ideally, you should space it out well and have one reading sheet for every two to four students (the material should be identical).

    Put your students into pairs and tell them they are going to have a reading race. Nominate one student to write and another student to dictate.

    Students who are writing must sit at a table on the opposite side of the room to the reading material. Students who are dictating must go to the text on the wall, memorize as much of the text as possible, come back to the writer and dictate what they can remember.

    Pairs must write as much as they can in four minutes, and when you get halfway through the activity, students should swap roles.

    Finally, ask the students to swap their papers and listen to your dictation, making corrections and asking questions as they go. The pair with the longest text and fewest errors is the winner!

    4. Go beyond the text

    Taking a text and making it into something entirely original can also be a powerful motivator for creative students. Those who complain that reading is boring or too hard will have an extra reason to get through a story if there’s a promise of creative fun at the end of the task.

    Tell students that once they have finished reading, they must re-imagine the story and characters and adapt it for a radio show, complete with sound effects, music and scripts.

    Depending on how creative your students are feeling, they could write a sequel or a prequel, or adapt the existing story – ideal if you’re using a superhero reader from the Marvel series.

    They will need to review vocabulary and pronunciation, remember the details of the original story, explain the characters and their motivations, and plot and write their own scripts. Students can find sound effects on YouTube and record the whole thing on their mobile phones, or a school computer.

    By turning a book into a creative project, not only can you motivate students to read, but you will reinforce vocabulary, pronunciation and have a lot of fun doing it.