ASSIGNMENT N°3: READ THE FOLLOWING RESEARCH AND
ANSWER THE FOLLOWING QUESTIONS BASED ON THE RESEARCH.
https://eric.ed.gov/?id=ED529467
https://eric.ed.gov/?id=ED529467
The Effect of Using
Educational Games on the Students' Achievement in English Language for the
Primary Stage
This study aims to know the effect of using
educational games on learning a foreign language. The study will answer the
following questions:
1. Is it useful to use games
in teaching English Language?
Games ought to be at the heart of teaching foreign
languages, games should be used at all the stages of the lesson, provided that
they are suitable and carefully chosen. Games also lend themselves well to
revision exercises helping learners recall material in a pleasant, entertaining
way.
All agree
that even if games resulted only in noise and entertained students, they are
still worth paying attention to and implementing in the classroom, since they
motivate learners, promote communicative competence and generate fluency and
may have a significant role in improving a second language acquisition.
There is a high level of stress in the classroom
because students have to face unfamiliar or unknown grammatical structures,
words, texts and so forth. Therefore, students often feel uncomfortable and
insecure in class, which inevitably affects their ability to learn. As a
result, games can help lower their anxiety, make them feel comfortable, and
want to learn more. It is believed that when students play games, they relax
and have fun. Since students know that they are playing games and want to
communicate efficiently they do not worry about making mistakes and do not try
to correct themselves in every single sentence. When students are free from
worry and stress, they can improve their fluency and natural speaking
styles.
2. Do games
create an interactive environment in the classroom?
When using games in the
classroom, it is beneficial for teachers to have a complete understanding of
the definitions of games, which usually are defined as a form of play
concerning rules, competition, and an element of fun.
Teachers should also consider the advantages of
games:
the ability to capture students' attention; lower
students' stress; and give students the chance for real communication.
Therefore, it may be challenging for teachers to try to add some games in class
in order to develop students' English proficiency of the target language.
3. Do games facilitate
learning a foreign language?
Language learning is a hard task which can
sometimes be frustrating. Constant effort is required to understand, produce
and manipulate the target Language. Well Chosen games are invaluable as they
give students a break and at the same time allow students to practice language
skills.
Games are highly motivating since they are amusing
and at the same time challenging. Furthermore, they employ meaningful and
useful language in real contexts. They also encourage and increase cooperation.
"Games are highly motivating because they are amusing and interesting.
They can be used to give practice in all language skills and be used to
practice many types of communication.
There are
a great number of language games. So, teachers have a variety of choices.
However, in deciding which game to use in a particular class and which games
will be most appropriate and most successful with their students, teachers must
take many factors into account.
4. Is there a
relation between learning theories (Behaviorism learning theory, Cognitivism
learning theory and constructivism learning theory – and Games)?
Learning
theories describe how students absorb, process, and retain knowledge during learning. Cognitive, emotional, and environmental influences,
as well as prior experience, all play a part in how understanding, or a world
view, is acquired or changed and knowledge and skills retained.
Behaviorists
look at learning as an aspect of conditioning and
advocate a system of rewards and targets in education. Educators who embrace cognitive
theory believe that the definition of learning as a change in behavior
is too narrow, and study the learner rather than their environment—and in
particular the complexities of human memory. Those who advocate constructivism
believe that a learner's ability to learn relies largely on what they
already know and understand, and the acquisition of knowledge should be an
individually tailored process of construction.
Transformative
learning theory focuses on the often-necessary change required in a
learner's preconceptions and world view. Geographical learning theory focuses
on the ways that contexts and environments shape the learning process.
Outside the
realm of educational
psychology, techniques to directly observe the functioning of the
brain during the learning process, such as event-related
potential and functional magnetic resonance imaging, are used in educational
neuroscience.
The theory of
multiple intelligences, where learning is seen as the interaction
between dozens of different functional areas in the brain each with their own
individual strengths and weaknesses in any particular human learner, has also
been proposed, but empirical research has found the theory to be unsupported by
evidence.
5. Do games belong to a
specific learning theory?
Game-based learning is built upon a constructivist
type of learning. What does this mean? Constructivism posits the need to provide students with the
necessary tools so they can build their own procedures in order to solve a
problem.
This implies a participatory process by students,
who interact with their environment to solve the situation that is being set
out to them.
6. Do games encourage students
to solve unstructured problems, communicate, navigate, and evaluate and use the
second language effectively?
Another advantage is increasing students' proficiency.
Playing games in the classroom can enormously increase students' ability in
using language because students have a chance to use language with a purpose in
the situations provided. Hadfield (1990) confirms that "games provide as
much concentrated practice as a traditional drill and more importantly, they
provide an opportunity for real communication, albeit within artificially
defined limits, and thus constitute a bridge between classroom and the real
word." Like in a traditional classroom, students have an opportunity to
drill and practice using grammatical rules and other functions.
7. Do games encourage students
to learn independently as well as work collaboratively?
In a research paper done by Mei and Yu-jing they
said that Games are fun and children like them. Through games children
experiment, discover, and interact with their environment. Through playing
games, students can learn English the way children learn their mother tongue
without being aware they are studying; thus, without stress, they can learn a
lot even shy students can participate positively. They point how to choose a
game.
8. Does the use of educational
games enhance creativity; improve design skills and the ability to present
information using the second language?
Games increase students' involvement, motivation,
and interest in the material and allow the instructor to be creative and
original when presenting topics. (Odenweller, 1998). Games also challenge
students to apply the information, thus allowing them to evaluate their
critical thinking skills. They create a challenging constructively competitive
atmosphere that facilitates interaction among students in a friendly and fun
environment. (Patil, 1993
9. What effect does
educational games use have on students' motivation?
·
A game must be more than just a fun.
• A game should
involve "friendly" competition.
• A game should
keep all of the students involved and interested.
• A game should
encourage students to focus on the use of language rather than on the language
itself.
• A game should
give students a chance to learn, practice, or review specific language
material.
10. Do games influence students' achievement?
The use of
innovative educational games in the classroom can increase enthusiasm and
reinforce previously presented didactic information. It is also a positive,
interactive alternative method of teaching and information sharing. In
addition, team learning and active peer-to-peer instruction are strongly
reinforced by educational games. (Bailey, 1999))
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