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  Language learning is a hard task.  They constant effort is required to undesrtand language.  Well-chosen ESL games are very useful.  Games provide.

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Presentation on theme: "  Language learning is a hard task.  They constant effort is required to undesrtand language.  Well-chosen ESL games are very useful.  Games provide."— Presentation transcript:

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2   Language learning is a hard task.  They constant effort is required to undesrtand language.  Well-chosen ESL games are very useful.  Games provide meaningful and useful language in real contexts.  Games are hightly motivating.  They encourage and increase cooperation. Why Use Games to Teach ESL?

3   As a short warm-up activities.  When there is time left at the end of a lesson.  At all stages of the lesson.  To execute review exercises.  To help learners recall material. When to Use Games

4   GAMES SHOULD:  Be more than just fun.  Involve freandly competition.  Need all students involved and interested.  Keep the students focus on the use of language.  Help students learn, practices, review lagauge material. How to Choose Games

5  “Games are widely used as educational tools, not just for pilots, soldiers and surgeons, but also in schools and businesses…. Games require players to construct hypotheses, solve problems, develop strategies, learn the rules of the in-game world through trial and error. Gamers must also be able to juggle several different tasks, evaluate risks and make quick decisions…. Playing games is, thus, an ideal form of preparation for the workplace of the 21st century, as some forward-thinking firms are already starting to realise.” – The Economist, August 4, 2005

6   A UK studies concluded that simulation and adventure games - such as Sim City and RollerCoaster Tycoon, where players create societies or build theme parks, developed children's strategic thinking and planning skills. (BBC News, March 2002)  Researchers found that doctors who spent at least three hours a week playing video games made about 37 percent fewer mistakes in laparoscopic surgery and performed the task 27 percent faster than their counterparts who did not play video games. (MSNBC News, April 2004) Some research on the use of video games in education

7  Discourse on games & education… Positive Games can teach/train valuable cognitive and fine motor skills Games can be used to practice teamwork/cooperation (eg. Military training) Online games can be a positive social experience Games can reinforce certain world views Negative Games can reinforce certain world views! E.g. Violence, Sexism, Racism, Heterosexism Addiction Escapism Isolation Anti-Social behaviour

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9   Negative perception of video games as ‘just toys’, perpetuating negative ideas and as a waste of time.  Need to strike a balance between learning and ‘fun’.  Hardware divide (graphics cards, internet connections).  Skills divide (technology is constructed as a masculine domain, slower typists may not be able to keep up with discussions). Potential problems with using video games in education

10   Makes learning more ‘fun’, a motivator  Artifact that reflects culture (basis for discussion and analysis)  Simulations  Virtual classrooms (distance learning etc) Why use video games in higher education? (Guerra, J. & Gutierrez, J 2012)

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12   As technology advances further, we will have more opportunities and ways to use video games for teaching and learning.  Educational games provide unstructured environments and structured environments can serve different teaching/learning purposes.  Video games should be valued and perceived as a technology/medium that can go far beyond its entertainment roots. Conclusions


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