Games in English
Language Teaching
A game is
basically a play governed by rules (Klauer: 1998). A language game is
exactly the same, but with clear linguistic rules to which all participants in
the activity must conform. According to Klauer (1998), there are some
characteristics of a good language games, namely; it is governed by rules, it
has objectives, it is a closed activity, and it needs less supervision from the
teacher. Thus, not all play is a game, a play with no rules and objective
cannot be regard as a game.
As teaching approaches have always
been developing, consequently, it affects the teaching learning process, the
methods as well as the strategies. In accordance, the use of games in the
teaching learning process has become very popular. Many teachers, nowadays,
equipped their teaching with games. They are enthusiastic in using games as
their teaching devices, yet some of them often perceive games as mere
time-fillers, a way of killing some times left in the teaching duration, or a
break from the monotony drilling. In fact, many text book and methodology
manuals writers have argue that games are not just time filling activities but
have great educational values. Lee (1979) noted that games should be treated as
central not peripheral to the foreign language teaching. Moreover, they are not
just a diversion, a break from routine activities, but a way of getting the
learner to use the language in the course of the game (Deesre: 2002).
Using games as teaching learning activities
can expose the students’ participation better, actively engage the language,
and motivate the students (Ersöz: 2000). Harmer (2007: 223) argues that games
can engage students and encourage them to use the target structures with
enthusiasm. By using the game the teaching learning process is centered on the
students, while the teacher acts as supervisor and/or facilitator. In other
words, it represents a learners-centered instruction, a technique in which the
students who are actively engage with the target language. According to Brown
(2001: 46) learners-centered instruction is a technique which accounts
learners’ need, styles and goal. It is a technique that focuses on students’
creativity, innovation, sense of self-competence. Games are effective because
they provide motivation, lower students' stress, and give them the opportunity
for real communication (Deesre: 2002). In order to use language games
effectively the teachers should have careful design of their lesson plan, thus
games is not used for killing the time. In addition, Hadfield (1990), as cited
in Deesri (2002), suggested that ‘games should be regarded an integral part of
the language syllabus, not an amusing activity for Friday afternoon of for the
end of the term’. Games can contribute to students' skills if they are
incorporated into the classroom, particularly if they are used to reinforce or
introduce a grammatical rule or structure. The way the teacher using the
language game will affect the ability of the students to use the language
properly and meaningfully.
Race and Win
Race and Win is a kind of board game
adapted from Toth’s (38: 1995). Toth’s is originally named as ‘Trying to Get
Home’, its aim is to practice making suggestion, while Race and Win is a game
which is aimed to let the students experience the use of subject and verb
agreement in present simple tense, particularly subject and verb agreement on
the third-singular person subject and -s/-es addition of verb. As other board
games, Race and Win is equipped with board, counters, and dice. The students
use the dice to move their counters along the path on the board (see Appendix
1). The students, with their counters, race to the finish to win the game; to
win the game they should be able to make grammatical sentences of present
simple. Yet, some rules should be followed in order to be able to play it, the
rules and how to play it are:
How to play
the game:
1. Distribute
the game board with its cards and dice to each group of four.
2. Ask
the students to place their counters on START. Each child takes in turn to
throw the dice and move along the number of squares shown.
3. If
a child lands on an instruction e.g. Miss a turn, he or she must follow this
instruction. If they fall on an ‘action’ square e.g. , they should make a positive
present simple sentence based on the picture, e.g. ‘He drinks a glass of
water’. If he fails to make grammatical sentences he/she could not move the
counter.
4. If
a player falls on a CARD square, he or she takes the top card from the pile of
cards. If it is a ‘question’ card she or he should ask the questions, based on
the former action square he fell on, to the other players who holds ‘answer’
card. If he/she falls firstly on the CARD square he/she can make his/her own
interrogative sentence, not necessary based on action squares. If there is no
players hold the answer card while one player has question he/she can keep the
question for later turn.
5. The
players who hold more than one ‘answer’ cards can use any card he or she likes.
He or she should give grammatical answer otherwise he or she should go one step
back and make other player remain still.
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