Language learning requires lots of consistent effort. Games help and encourage many learners to
sustain their interest and work. Among the many language learning methods, learning English
through games is regarded as an effective way to improve language comprehension. Based on
this notion, this paper aims to highlight different kinds of classroom games, and discuss the benefits
as well as the drawbacks of these games in English learning and teaching.
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IMPORTANT ROLES OF GAMES IN ENGLISH
LANGUAGE LEARNING
Nguyen Huynh Tan Loi, Nguyen Binh Anh Quoc, Tran Pham Phuoc Khang,
Bui Thi Ha Chau, Nguyen Thi My Phuc
Faculty of English, Ho Chi Minh City University of Technology (HUTECH)
Supervisor: Tran Kim Hong (MA)
ABSTRACT
Language learning requires lots of consistent effort. Games help and encourage many learners to
sustain their interest and work. Among the many language learning methods, learning English
through games is regarded as an effective way to improve language comprehension. Based on
this notion, this paper aims to highlight different kinds of classroom games, and discuss the benefits
as well as the drawbacks of these games in English learning and teaching.
Keywords: Games, entertainment, interaction.
1 INTRODUCTION
Many people think that playing games is just a form of entertainment for children but it's not good
for future development, especially for learning foreign languages. However, in regard to education
purpose, playing the game, in fact, will bring not only relaxation but also create smarter
educational activities (Aldrich, 2005). Thanks to these games, students can obtain several benefits
such as strengthening their language skills, developing social skills and building strong
relationships during peer interaction (Harper, Symon & Frea, 2008). Games also boost students’
interactions and create a meaningful context for language use (Wright, Betteridge, & Buckby, 1992).
2 DEFINITION OF GAME
A game is regarded as a structured form of play for enjoyment and sometimes used as an
educational tool. Games are different from work, which is usually carried out for remuneration and
set themselves aside from art, which is more often an expression‛ of aesthetic or ideological
elements‛ (Ara, 2009). However, the difference is not significant as many games can be considered
as work (such as professional players of spectator sports or games) or art (such as jigsaw puzzles
or games involving an artistic layout such as Mahjong, solitaire, or some video games) (Mcghie &
Buchheit, 2013).
Key components of games include goals, rules, challenge, and interaction. In general, games
involve either mental or physical stimulation, or both (Gredler, 1996). Many games develop practical
skills, serve as a form of exercise, or play educational, simulational, or psychological roles (Gredler,
1996).
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Activities in form of games ‚add a variety to dry, serious process of language instructions‛ (Das,
2014). ‚Edutainment‛ is coined as a term that refers to an integration of ‚education‛ and
‚entertainment‛, a hybrid genre that relies heavily on visual material, on narrative or game like
formats, and on more informal, less didactic style of address. This brings forward both fun and
learning together (Kazanci& Okan, 2009).
3 DIFFERENT TYPES OF GAME
Figure 1: Different kinds of classroom games
3.1 Traditional classroom games
Information gap games: This type of game is classified into two categories. One is filling words
and the other one is filling the word meanings. Sometimes, teachers mix words with meanings to
make the game more challenging for their students to find out synonyms or antonym
(Uberman,1998).
Role play games/dramas (RPGs): A type of game in which a group of students take on roles of
different characters in a story for which they create their own roles together (Bowman, 2010). Then
those small chunks of stories are rearranged so that students start to role play. This amazing game
helps students memorize vocabulary ,grammars, and improve their acting talents (Sökmen,1997).
Guessing games: A guessing game is a game where the object is to predict some missing
information, such as a word, a phrase, a title, a place or something that the teacher want to give to
student. Many of the games are played cooperatively. In many guessing games, some students
who know the answer cannot tell the other, they have to act or do the symbol for the other to find
out the missing information (Ara, 2009).
3.2 Modern games
Computer games: Computer games have been remarkably improved and developed. Many
computer games easily help everyone learn English better because players have many chances to
learn new words everyday and they will have to find out the meaning of the words so that they can
move to the next round. Without doubt, this type of game helps learners remember the word longer
over a period of time (Granic, Lobel & Engels, 2014).
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Mobile games: Smartphone, an important device, has allowed learners to get access to various
games for learning English. With the convenience of smartphone, learners can learn English in the
easiest way (Granic et al., 2014).
4 BENEFITS AND DRAWBACKS OF GAMES
4.1 Benefits of games
It has been proven that the games have a positive and effective influence on the learning of foreign
languages (Michael & Chen, 2005). Games encourage creative and spontaneous use of language
(Michael & Chen, 2005). Games help the teacher to create contexts in which the language is useful
and meaningful (Wright et al., 1992). Games develop learners' multiple intelligences (Mora &
Gomez, 2001). It is believed that games are improve the class pace or have some fun by promoting
socialization, group work, and the creation of values. Through games, learners realize the
importance of mutual respect and cooperation as keys to succeed (Mora & Gomez, 2001).
However, despite many advantages of games mentioned above, without a clear pedagogical
approach and teachers' instruction, games can do more harm than good. If a game is not played
for the learning growth, game should be avoided (Mora & Gomez, 2001).
4.2 Drawbacks of games
The first disadvantage of games is creating a noisy classroom (Mubaslat, 2012). Online games may
have more harmful effects as it may cause addiction and consume time which should be allocated
for learning activities. Cyberbullying also occurs when children get involved in online gaming.
Children playing games online may lead to online abuse. Children may also download games from
sites that may infect computers with the virus (Diana, 2010).
5 CONCLUSION
Nowadays, many schools start to focus on teaching English with the us of game embedded in the
curriculum so that games can reduce the pressure while studying and help learners improve their
language learning process (Kohl & Cook, 2013). This makes games an important part of learning a
second language as they foster learning opportunities (Mora & Gómez, 2001). Learning is ‚a bitter
medicine that needs the sugar – coating of entertainment to become palatable‛. Introduction of
games and activities in any learning situations provides fun and motivates students to learn the
target language in a relaxed manner (Das, 2014).
REFERENCES
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games, and pedagogy in e-learning and other educational experiences. John Wiley & Sons.
[2] Ara, S. (2009). Use of songs, rhymes and games in teaching English to young learners in
Bangladesh. Dhaka University Journal of Linguistics, 2(3), 161-172.
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[3] Bowman, S. L. (2010). The functions of role-playing games: How participants create
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