Saturday, February 9, 2019

ACTIVITY 3





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?
2. Do games create an interactive environment in the classroom?
3. Do games facilitate learning a foreign language?
4. Is there a relation between learning theories (Behaviorism learning theory,
Cognitivism learning theory and Constructivism learning theory - and
Games)?
5. Do games belong to a specific learning theory?
6. Do games encourage students to solve unstructured problems, communicate, navigate, and evaluate and use the second language effectively?
7. Do games encourage students to learn independently as well as work
collaboratively?
8. Does the use of educational games enhance creativity; improve design skills and the ability to present information using the second language?
9. What effect does educational games use have on students' motivation?
10. Do games influence students' achievement


1  1.  the games are very useful to learn English or other languages. they help us to increase the vocabulary in children, because we must interact in the language. There are many studies that show that the use of games to teach English gives very good results in children.


2.       the games in class are enabled to create a fun environment mixed with learning so that the classes are more dynamic through different games and the child interacts more in class.


3.       Traditionally, the game has been used for fun in the time of
leisure but every day there are more studies that advocate the game as a means Ideal to acquire knowledge of a new language. through different dynamic techniques used in classes or at home.

     4.      Learn, understand the acquisition and modification of knowledge, beliefs, behaviors, skills, strategies and attitudes It demands linguistic capacities, cognitive, motor and social, and adopts many ways. On a simple level, the child Learn to add two plus two, to recognize the p in the word dad.


5.      We can go back to authors like Plato or Aristotle, even before. Both, thanks to the study of the playful activity, as it was understood at the time, and the intuitions and experience accumulated over the years, give great importance to learn through play. Plato considered that education was based on the game and considered that poetry and music should be started for the formation of the soul, later with physical education for the body 

       6.      The game is an essential element in childhood and a more powerful tool to motivate the development of children. The didactic games are a great stimulus for their learning, they learn and learn new skills and concepts, intelligence, creativity and interaction with others.


7.      The advantage of being able to teach through games is that you can use this tool to develop different abilities in children, either independently or as a team.


8.      The didactic games provide experiences that children can take advantage of to identify properties, classify, establish similarities and differences, solve problems, among others and, at the same time, it helps teachers to interrelate in a better way with their students, being the opportunity so that the teaching-learning process is more profound.

     9.  In classes, they use the game for three purposes. The first, to develop attention and improve the concentration of their students: "By playing we take active breaks, change the routine, relax and concentrate". Second, as a strategy to improve communication with children, "to better understand their tastes, needs and their social relationships"

    10.  In fact, the greatest predisposition for teaching. As well as the various studies, an affirmation in which the experts of the Observatory of the Infantile Game also agree, that the importance of introducing the game and the toy in the scholastic curriculum to foment the learning, to wake up the curiosity of the students and to obtain the greater motivation.


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