Using Games in the Language Classroom Using Games in the Language Classroom

Using Games in the Language Classroom

Descripción editorial

The justification for using games in the classroom has been well demonstrated as benefiting students in a variety of ways. These benefits range from cognitive aspects of language learning to more co-operative group dynamics. The benefits are as follows:

Affective:

- games lower the affective filter
- they encourage creative and spontaneous use of language
- they also 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 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

You can successfully use games in many ways, such as for a quick review, after material has been covered or as a cool-down activity at the end of a lesson to practice what has been covered (as well as to inject an element of fun). You could also use a game to practice specific new language in groups or pairs for a limited time, as a short introduction to new vocabulary or a concept, as a prompt for writing work, even as a link into a new part of the lesson. Games may even be used merely to change the pace of a lesson.

GÉNERO
Referencia
PUBLICADO
2015
13 de marzo
IDIOMA
EN
Inglés
EXTENSIÓN
34
Páginas
EDITORIAL
Adam Simpson
VENDEDOR
Draft2Digital, LLC
TAMAÑO
168
KB
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