ゲームはどのように言语学习をサポートするのか

Jacqueline Martin
Jacqueline Martin
外でラグビーボールを持って走っている子供と、その後ろに子供

所要时间:約 5 分

学者や教師は、語学教室でゲームを使用することの利点について長年にわたって書いてきました。Wright et al (1984), Lee Su Kim (1995), Ubermann (1998), Ersoz (2000), Yong Mei and Yu-Jin (2000), Thi Thanh Huyen and Khuat Thi Thu Nga (2003) は、ゲームが言語使用に有用で意味のある文脈を提供するという点でほぼ一致しています。それは、交流とコミュニケーションの促進し、不安への挑戦や軽減(形式ではなくメッセージに重点が置かれているため)、4つのスキルすべてを練習、そして語学学習に向けて大きな努力をし、維持するのを助けるからです。

Kim氏らは、ゲームが語学の授業の通常のルーチンからの良い意味で休憩を提供する可能性があることも指摘しています。集中的なテストの後や、休憩時間後に興奮しすぎた学习者とゲームをプレイすることで、学习者はすぐにレッスンに引き込まれ、学习者との時間を最大限に活用できます。

Lengeling and Malarcher (1997) は、教室でのゲームの潜在的な利点に関するリストをさらまとめました。

感情

  • 感情のフィルターを下げる
  • 言语の创造的で自発的な使用を奨励する
  • コミュニケーション能力を促进する
  • やる気を起こさせ、かつ楽しい

认知

  • 学习を强化する
  • 学习を见直し、拡张する
  • コミュニケーションに役立つ文法にフォーカス

クラスダイナミクス

  • 学习者が中心
  • 教师はファシリテーターとしてのみ行动できる
  • クラスの结束力を高める
  • クラス全体の参加を促进することができる
  • 健全な竞争を促进する

适応性

  • 年齢、レベル、兴味に合わせて简単に调整できる
  • 4つのスキルをすべて活用できる
  • 最初のプログラム开発段阶以降は、最小限の準备で済む

上记が20年以上前に书かれたとき、それは主により伝统的なゲームを参照していたことを覚えておくことが重要です。しかし、最近の调査结果でも、同じ原则が适用されることが判明されているようです。私が话した先生方が挙げたその他の利点は次のとおりです。

  • ゲームは、文の形を間違えることへの懸念が軽減され、その結果、生産量が増えるため、自信のない学习者の言語レッスンの脅威を軽減することができます。
  • 学习者は、ゲームをするときにレッスンの言語以上のものを学びます。彼らは、ディスカッションやルール、時には交渉スキル、文化の違いのレッスンを通じて教育言語を学ぶかもしれません。
  • 学习者は、例えば、ある言葉を演じたり、他の学习者がそうするのを見たり、単語の手がかりを思い出したりするなど、ゲームをすることで、言語とのより多様な感情的なつながりを形成することができます。

では、ゲームをプレイすることは学习者が言語を学ぶのに役立ちますが、ゲームをすることだけで十分なのでしょうか?一部の先生は、やる気のないクラスでゲームを使用することを好み、通常のアクティビティに取り組まず、ゲームで主要な語彙や構造を進んで使用し、気付かないうちに必要な練習を積んでいます。しかし、今日の言語学習の文脈では、それは良いことなのでしょうか?

やる気のない人をやる気にさせる

近年、多くの研究により、授業の意図や目的が明確になると、学习者はよりよく学ぶことが示されています。要するに、彼らは自分が何を学ぶべきか、そしてなぜ学ぶべきかを理解し、それを次のレベルに引き上げるとき、自分自身の学習を評価し、次のステップの計画に積極的に関与することができます。

彼らがプレイするゲームが、実際には追加の言語練習を行う方法であることを知っていると、これらの学习者は参加しなくなるのでしょうか?意見は分かれており、実際の活動を中心に議論されているようです。グループワークのタスクが薄いゲームもありますが、適切な習熟度レベル(またはそれより少し高いレベル)で、文化的背景、利用可能な時間、学習トピック、教室の設定などの要素を考慮に入れたゲームは、一般的にプラスの影響を与えると考えられています。

モチベーション向上に大きく影響するもう一つの要因は、学习者が受け取るフィードバックであり、これはゲームでもサポートできます。オンラインゲームは、より豊かな模擬学習体験と、さまざまな方法で学习者に即時のフィードバックを提供できます。

とりわけ、やる気のない学习者の主な問題は、通常、なぜ英語を学ぶ必要があるのかわからないことです。ゲームをプレイすることは、「现実」の状况をシミュレートするだけでなく、英语を媒体として使用してさまざまなタスクを达成できることを理解するのに役立ち、それ自体がモチベーションになります。

先生には、ゲームが学习者の学習にどのように役立つのか、なぜ役立つのかを説明する責任があります。 これは、ゲームをプレイすることは単なる無駄な時間の浪費であることを恐れている学习者(または親)も同様にやる気を起こさせることができます。たとえば、大人の学习者でさえ、簡単なhangmanやhot seat gameがスペリングスキルを向上させ、新しい単語の形と構造を認識することに脳を集中させ、新しい語彙の学習を促進することを知らせ、すぐに価値を理解するのに役立ちます(Simpson 2011)。

?

ゲームは学习者が21世紀のスキルを習得するのに役立つか?

ゲームが学習にプラスの影響を与えるという結論を導き出すことができるかもしれませんが、それだけで十分でしょうか? 今日の先生は、学习者が学ぶだけでなく、21世紀の生活や仕事に必要なスキルを身につけられるようにしなければなりません。ここでもゲームは役に立つのでしょうか?これは新しい研究分野ですが、ゲームは学习者が批判的思考スキル、創造性、チームワーク、優れたスポーツマンシップなど、さまざまな重要なスキルを学ぶのに役立つことを示す証拠があるようです。

これらのアイデアは、2014年に初めて别スポーツ奨学金を提供したイリノイ州ロバートモリス大学によって真剣に受け止められました。彼らは、サッカー选手とゲーマーの2つのグループの学生を调査し、竞争力、忍耐力、集中力、决意のレベルが非常に似ていることを発见しました。どちらのグループも、チームの一员として优れた能力を発挥したいという同様の愿望を示しました。どちらの「スポーツ」でも、チームメンバーは细部にまで気を配り、手と目の协调性が高く、戦略的な思考を持っていることが求められました。唯一の违いは、心血管活动のレベルでした。両グループとも、コーチからパフォーマンス分析と戦术的アドバイスを受け、その后改善を行いました。

このようなプログラムを提供し始める大学がいくつあるかは、まだわかりません。それでも、オンライン対戦ゲームがパフォーマンスを向上させるという考えは、职场にも持ち込まれています。バーチャルチームがロールベースのコラボレーションゲームをプレイすることで何を学ぶことができるかを考えてみましょう。チームメンバーは役割を设定し、目标を明确に共有し、紧密に连携してそれらを达成するためのアクションプランを策定する必要があります。チームワーク、スキル、戦略的思考、コミュニケーションが不可欠です。

これらはすべて今日の职场にとって重要なスキルであるため、ゲームはリスクの低い环境でこれらを磨き、ビジネスパフォーマンスを向上させる机会を提供できるかもしれません。

これらの例は明らかに標準からかけ離れていますが、教室での学習を支援するためにゲームを使用することは時間の無駄ではないことを示しているようです。ゲームと学習を適切に組み合わせると、学习者の自律的な学習スキルが発達し、課題により多くの時間を費やすようになります。

若い学习者のための言語学習ゲームのアイデアが必要ですか?こちらの投稿を読んでください 若い学习者を教えるための5つの迅速で簡単なESLゲーム.

参照

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

Six Games for the EFL/ESL Classroom?by Aydan Ers?z. The Internet TESL Journal, Vol. VI, No. 6, June 2000.

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

The Use of Games For Vocabulary Presentation and Revision?by Agnieszka Uberman.?Forum?Vol. 36 No 1, January? – March 1998 P20.

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

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

Index Cards: A Natural Resource for Teachers?by M. Martha Lengeling and Casey Malarcher.?Forum?Vol. 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 Learning?by I-Jung Chen.?, Vol 10, No.2, February 2005.

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

ピアソンからのその他のブログ

  • A classroom scene with a teacher and diverse students engaged in learning, using laptops on desks, in a brightly lit room.

    Is game-based learning technology a waste of time?

    投稿者
    所要时间: 4 minutes

    We feel that game-based learning (GBL) is a waste of time… if not properly understood. Even then, one could argue that "wasting time" is a vital part of learning and perhaps we need to stop insisting that every second counts.

    Game-based learning vs. Gamification: Understanding the difference

    Let’s begin by first addressing the term "game-based learning" and how it compares to its doppelg?nger, gamification. Gamification is the application of game mechanics and dynamics to non-game contexts to solve problems, engage users and promote desired behaviours. For example, rewarding acheivements with points, awards or badges for achievement, levelling up, using avatars, quests and collaboration are all gamification features, which elevate games above the mundane activities of normal life.

    The principles of gamification have been applied to the retail and services sectors for years: think of airlines' frequent flyers programs, pubs and bars running "happy hours" promotions, WeightWatchers' points-counting, Foursquare's badges for visiting new places. There are hundreds of examples of where game dynamics have been introduced into non-game contexts to influence behaviour and bring about a desired result.

    Game-based learning in action: More than just play

    Gamification does not refer to the straightforward use of games (whether digital or otherwise) as part of a teaching or learning interaction. A teacher using the board game Monopoly in the classroom to demonstrate the idea of rent is not gamifying the learning environment; they are involving learners in game-based learning. GBL refers to the use of games as tools: as devices for opening discussion, presenting concepts or promoting learner engagement within clearly defined learning objectives, in other words, learning through playing games. Gamification is the appropriation of those principles, mechanics and dynamics that make games work in order to promote engagement or engender a desired outcome.

    Teachers have long introduced games into the learning environment – such as Kim’s Game, Pelmanism and Guess Who? – and the uptake of GBL with digital games is particularly well demonstrated by the work being done by the Institute of Play, and the growing popularity of the likes of Minecraft and SimCity in schools. In terms of our immediate ELT context, pretty much any video game can be repurposed for language learning, in the same way a text, song or website can be. Take, for example, the indie game . Although there is no actual spoken language in the game, the platform puzzle format lends itself perfectly to practising language around predictions or conditionals ("If I pull that lever, the door will open"), recounting events ("I was chased by a giant spider!"), strategising and so on. In this post, we will be referring to existing digital games that have been appropriated into a learning context, as opposed to games that have been designed with a specific educational use in mind.

    Sharma and Barrett’s definition of blended learning provides a useful context for approaching the use of digital games in such modalities, notably the combination of “a face-to-face classroom component with an appropriate use of technology”. We’re making no assumptions about whether the games are being accessed in the classroom, on mobile or online at home. The blend isn’t defined by where a learner is, but by how their use of technology supports and enhances their contact with the teacher.

    The notion of appropriateness in Sharma and Barrett’s definition is critical as, in the case of a GBL project, it assumes a teacher has a familiarity with both the tech and content accessibility of a selected game. Acquiring that level of familiarity with a game requires a certain amount of time engaging with it to determine its fit for the needs of the learners, an activity which might easily be considered off task when compared to the other demands being made on an educator’s schedule.

    How GBL fuels engagement and deeper learning

    The benefits of GBL with digital games are potentially quite profound, however. First, studies indicate that playing video games in general can stimulate the generation of neurons and enhance connectivity between the regions of the brain responsible for memory formation, spatial orientation and strategic thinking. The right pairing of game and learning objectives could be argued to promote situated cognition, a theory that knowledge is constructed through – and inseparable from – ?social interactions and the context in which they take place. A learner immersed in SimCity stands a much greater chance of understanding the principles of taxation and the provision of public services through playing the role of a mayor, for example, than a learner being walked through the annual budget. As Lim et al. state: “games are effective because learning takes place within a meaningful context where what must be learned is directly related to the environment in which learning and demonstration take place”.

    Early-stage research on mirror neurons is adding a new aspect to the discussion around the immediacy of playing games. In short, mirror neurons suggest that when we observe someone performing an action, there is a brief moment in which our brain cells fire as if we are carrying out that action ourselves. The boundary between observer (player) and observed (in-game character) becomes blurred for a split second. A lot can happen in that split second.

    In addition to the benefits of an immersive, neuron-stroking experience, games demonstrably promote learner engagement by introducing the F-bomb into the mix (fun). They also have the capacity to provide an unrivalled social experience, as in the case of MMORPGs (massively multiplayer online role-playing games). As an example, consider how a leading MMORPG game, World of Warcraft, is applied in learning environments.

    Addressing concerns and embracing change

    However, there are often deep-seated cultural aversions to the use of games in an educational context that GBL initiatives are required to overcome. Critics have said that digital games are anti-social, that they rot your attention span, that they are not legitimate, validated learning resources. Although there is not yet a body of research that can empirically confirm or debunk the effectiveness of games used for learning, surely watching a learner plan, execute and evaluate a project in Minecraft with classmates suggests that those objections are based on dated assumptions. The language learning space in particular is still very much attached to a coursebook paradigm that is predicated on levels and a clearly defined syllabus. Perhaps GBL is too much at odds with an established business model that is the bedrock of too many large education organisations.

    So is GBL a waste of time? We’d argue that it is when its potential is not properly recognised and it is treated as light relief. Games are dynamic, engaging resources capable of delivering experiences and drawing connections that can really ignite a student’s learning experience. Furthermore, they bring a playful and unpredictable aspect to the learning process.

  • Four young adults are sitting together outdoors, engaged in conversation with books and a smartphone, near a modern building.

    10 top study tips for neurodivergent learners

    投稿者
    所要时间: 5 minutes

    Every student deserves a chance to succeed. Neurodivergent students – those with ADHD, dyslexia, autism or other neurological differences – have special strengths and perspectives. But usual studying methods don’t always fit their needs. The good news is that with the right tools and strategies, neurodivergent learners can study better, feel less frustrated and reach their full potential.

    Here are a few tips to help neurodivergent learns optimize study sessions:

  • Two young women sat together studying and smiling while looking at a notepad

    Confidence beyond the classroom: Soft skills for the future

    投稿者
    所要时间: 3 minutes

    What do we, as teachers, need to teach effectively in these times? Well, as a teacher – but also as an ESL learner?–?I’ve always believed that English is not something to be studied, it’s something to be lived: it's my mantra.?

    Based on that idea, throughout my career, I’ve been seeking not only academic tools that support my teaching, but also resources that turn teaching into an experience, not just a class. That’s what I found when I first discovered the GSE, and what has drawn me so closely to 蜜桃app – not just the textbooks, but the initiatives, research, projects, tools and more.

    Adapting to technological change

    Now, artificial intelligence was introduced into our lives not long ago, and it seems like it’s here to stay. Whether you’re a fan of it or not, we must accept that it’s part of our present – and our future. We need to learn how to use it wisely.?Living the language means understanding that the world changes – and we must change with it. Technology is essential (and I love it), but there are things it simply cannot replace: creativity, communication and leadership. These are deeply human traits and, as teachers, we must not only teach them but also create environments where students connect with others and grow as people through language.

    Then, both students and teachers will be able to use their language, collaborative, leadership and empathethic skills in English-speaking environments – and these skills are crucial for thriving in the fast-paced world of technological progress.

    The power of soft skills and confidence

    There’s one experience that changed my mindset years ago – and it’s directly connected to the title of this text. The moment my English fluency truly improved was the moment I began to believe in myself. It was when I projected the version of myself I wanted to become. It was when I realized I wanted to speak to the world, and my confidence extended far beyond the classroom.

    Long story short, my perspective as a student shifted dramatically when I got my first job. That’s when I realized the value of understanding the world, being able to communicate effectively, and developing essential soft skills – skills I didn’t even realize I was learning at the time, but which have been crucial to my personal and professional growth. Today, I’m glad that education is starting to include these elements in the classroom.

    蜜桃app’s support for educators and students

    I’m excited about 蜜桃app's latest research into GSE Soft Skills (report coming soon). The GSE provides a methodological framework and resources to enhance my teaching. It also offers answers to my long-standing questions, including tools to prepare my classes more effectively and support my colleagues in helping students master both language and professional skills.

    We must prepare our students for life beyond the classroom. By offering clear goals, role models, opportunities to practice and consistent feedback, 蜜桃app helps us spend less time planning and more time engaging with our learners.

    The world is moving fast – and sometimes faster than we can keep up with. By integrating creativity, communication and leadership into our lessons, we give our students the skills that employers value most and that technology can’t replace. These are the same skills that, without a doubt, helped me reach my goals.

    In my case, I didn’t learn these soft skills at a very young age – but the sooner our students do, the better. The earlier they connect with their purpose, the deeper the impact.

    When I think about myself as a teacher, I always try to remember what it was like to be a student. These tools remind me of the things I learned in my younger years – and that I now want my students to experience too. Embracing these global changes and resources allows me to better reflect who I am – not only as a teacher, but as a person.?