As Roald Dahl once said, “Life is more fun if you play games.” I could not agree more! That’s why I believe flashcard games can be an effective and practical tool to introduce a new set of vocabulary, revise newly taught words or as a way of starting a storytelling lesson. There are so many things to do with a bunch of flashcards. Playing flashcard games can help and encourage learners to maintain their work and enthusiasm. I believe every teacher has lots of games in their toolbox, and they get to choose one when needed. Continue reading
Wordle is an online word game that was originally created by software engineer Josh Wardle for his partner and, since its creation, it has soared in popularity. Millions of people (including me) are now joining the fun, confusing our family and friends by posting multicoloured squares on newsfeeds everywhere. And it’s free to play – all you need is internet access! Continue reading
Do you use dice in your English classes? I love using dice to create games for teaching English, as there are so many things you can do with them. You don’t even have to have two of them, one die can be enough. I love the look on the students’ faces when they are waiting to see what number they get. This tension creates a commitment to learning, as games help students to take an active role in their learning processes by creating situations where they have the chance to use the language effectively in a meaningful context. Also, playing games is fun and who doesn’t love to have fun? Continue reading
Communication with native English language speakers is one of the most effective ways to learn English, and using technology makes this possible. I teach English based on my “collaborative-communication model”, one that’s very effective for motivating my students. I use a wealth of technologies with my class such as Skype, Minecraft, and AI robots. I find them useful for not only teaching English, but for teaching 21st century skills as well!
From my experience, virtual environments can be very effective language learning tools for students of English; they allow students young and old to experience new worlds, communicate, make friends, and build relationships. There are a wealth of tools out there that you can use, but I’m happy to say that I’ve had real success with my students using a combination of Skype and Minecraft (a game many students may already be familiar with). These digital environments offer students engaging opportunities to use English with native speakers and to use the language to achieve a common goal, such as constructing a digital building. Through these activities, students also develop their 21st Century Skills of communication, collaboration, imagination, and logical thinking. These four skills are necessary assets for learners that will help them to succeed in the modern world.
A typical lesson
Typically, students grouped together to make a team of four people, and they are given a task. I might ask the groups to construct a building, like the Kyoto World Heritage Site in Minecraft, before asking them to introduce it to students from overseas. To build something in Minecraft, students need to exercise their imagination, and think logically about the build and their resources. Each student is then given a role; Minecraft Leader, Programming Leader, English Leader, and Building Designer. Finally, they are given a deadline.
Most groups start off by discussing a plan, each student offering an opinion. These discussions continue throughout the duration of the build. Once completed, the group welcome overseas visitors to their digital environment, giving them a tour of their build and gathering their opinions on their work, all in English!
The simplicity and global appeal of Minecraft make it extraordinarily easy to introduce to the class. As a tool, it allowed me to break down subject barriers, combining English, 21st Century Skills, and programming. This is something I’m especially proud of achieving as from 2020 in Japan, the Ministry of Education plans to make ‘English’ and ‘Programming’ compulsory across all Primary schools. The techniques I’ve described combine these two educational programmes, which is great for teachers! And through the “collaborative-communication model”, students can improve their English proficiency in an engaging and motivating way.
Hidekazu Shoto was born in Osaka, Japan, and is an English Teacher and Head of ICT at Ritsumeikan Primary School. After graduate school, he joined Ritsumeikan Academy as an English teacher, introducing ICT and technology into his English classes.
Hidekazu Shoto was a top 10 Finalist for the Varkey Foundation Global Teacher Prize 2019. Here’s why!
Over a thousand teachers attended the webinars on Using games for win-win learning and there was plenty of discussion in the chatbox with teachers sharing their ideas and opinions on using games. Here are some of the comments and questions that were raised.
With reference to Csikszentmihalyi’s theory of Flow, how do we take students from A1 to A4?
Early on this webinar we looked at the work of Mihaly Csikszentmihalyi and his theory of Flow. In his book of the same name, the author presents the idea that when we are truly engaged in an activity we enter a state of ‘flow’ or the ‘flow channel’, as shown in the diagram below. In pages 72-77, Csikszentmihalyi makes particular reference to the use of games as a form of activity which encourages flow. For example, when we present new language to students and they start using it, they are probably engaged at A1 in the diagram. If we drill that language repeatedly, then after a while student might become bored and go to A2. If we then add too much challenge to the task, students can become anxious and go to A3. If we add the right amount of challenge to the new language, students continue up the flow channel to A4. The author suggests that playing games offers an effective way to achieve this.
Diagram from Csikszentmihalyi, M. (2002). Flow. Rider publishing. p74.
Are all games a form of controlled practice?
This question came out of a discussion on what type of classroom practice games are useful for. In particular, there is a view that games are a type of classroom drilling. In other words, that when we introduce a new language structure and drill it with students, games can offer another kind of drill where students practise the target language in a very controlled way. With many types of language games based on the idea of dominoes or pelmanism (also known as memory) this is probably true. However, there are also types of role-playing games which encourage fluency practice and authentic communicative situations. So the answer is that it depends on the type of game you are using as to how controlled the practice is.
Sometimes students become so interested in the game, they forget to use English and slip back into their mother tongue. How can we make sure they keep using English?
There was a lively discussion on the topic of how to make sure students keep using English when they became so focused on winning the game itself. Participants shared various experiences and views on this. One option was to take points away from a student or a team when they didn’t speak English. On the other hand, one teacher, Helen Beesley, also pointed out that points should be given for use of English during a game for positive reinforcement. Similarly, when playing a boardgame, students could miss a go if they don’t speak English or have another go if they use English well.
What kind of authentic board games on the market are useful for language learning? Participants answered this questions with various suggestions including Monopoly and The Game of Life with Business English to practise the language of finance, or word-based games such as Taboo and Pictionary.
Some students don’t like competitive games in the classroom, especially adults. How do we get them interested?
This question probably created the most debate with teachers agreeing and disagreeing that adult students don’t like playing games. With regard to competitive games, we looked at the idea that competition is often more useful when a student competes against him or herself. For example, if I set up a telephone role play where students practise calling to arrange to meet, I could give students this card with phrases on that I want them to use.
As they speak, they tick off phrases. At the end of the first role play I ask them to count how many phrases they used and get a score out of ten. Then I ask them to repeat the role play and try to get a higher score by using more of the phrases. In this way, a student competes against him/herself. This ‘self-competition’ approach is very similar to principle behind online games such as Quizlet where you try to beat your previous score and reach the next level. It was also noted these online games also offer rewards and badges as well as points and that teachers sometimes need to offer ‘prizes’ to winning teams as well as points.
Overall, it was a very active webinar and I’d like to thank everyone for their enthusiastic participation.
Missed the webinar? If you’re a member of the Oxford Teacher’s Club, you can catch the recording right here in the webinar library. If you’re not yet a member, registration is free and shouldn’t take long at all.
John Hughes likes using games in his own classroom and he designs games for his course books. He is a lead author on Business Result, Successful Meetings and Successful Presentations (published by Oxford University Press). He also runs teacher training courses, and is a regular ELT blogger: www.elteachertrainer.com.