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International E-Journal
for
Research in E L T
July 2016 Vol. 2 Number 3
Published By
VIBES PUBLICATION
ELT VIBES: International E-Journal for Research in ELT
A QUARTERLY, INDEXED, REFEREED AND PEER REVIEWED OPEN ACCESS
INTERNATIONAL E-JOURNAL
1
Sujay Kumar Saha, 2 Dr. Smriti Singh
1
Ph.D Scholar in English, Department of Humanities & Social Sciences,
Indian Institute of Technology, Patna, (Bihar.)
2
Associate Professor of English and Head, Department of Humanities & Social
Sciences, Indian Institute of Technology, Patna, (Bihar.)
___________________________________________________________________
Abstract
Cite this article as: Saha, S, Singh, S (2016). Game Based Language Learning in ESL
Classroom: A Theoretical Perspective. ELT Vibes: International E-Journal For Research
in ELT. 2 (3). 20-34.
ELT VIBES: International E-Journal For Research in ELT
Volume 2, Number 3. 20-34. (2016)
ISSN: 2395-0595
Various theories of language learning are analyzed not only to find out linkage
between these theories and game based language learning but also to show
practical implementation of these theories through games in ESL classroom.
Introduction
English language, lingua franca of the world, has become one of the leading
mediums in international education, economy and politics. English as a second or
foreign language and medium of instruction has been adopted by various
countries around the world to meet various global needs. Wave of globalization
breaks down the narrow border of countries around the world to enable them to
connect politically and economically and this in turn creates a strong need for
learning English. It is a well-known fact that language learning is hard work; it is
not easy to acquire. We are born with innate capabilities which help us to acquire
language (Chomsky, 1986). Availability of exposure and situation to use
language outside classroom, also help in first language acquisition, which is not
available in case of ESL. Thus, different methods and approaches have been
developed and applied in English language classroom to give good learning
experiences to the learner in ESL classroom which creates history in itself; such
as Audio-Lingual Method, Direct Method, Bilingual Method, Grammar
Translation Method, and Communicative Language Teaching. But these methods
and approaches are not fixed in their places; they are changing and modifying
themselves according to situation and the level of learners to provide effective
learning outcomes. Communicative language teaching approach (CLT) has been
adopted as an alternative to traditional approaches to fill the gaps. Recently CLT
has been adopted by almost every corner of India as the most suitable approach in
ESL classroom.
minutes to make ESL teaching-learning process effective and during this limited
time learners don’t get much exposer and situation inside as well as outside the
classroom to use the language learnt in real context. These learners are from
diverse cultural and linguistic background as India is a culturally and
linguistically diverse country where bilingualism or multilingualism has never
been regarded as a social or individual deficiency but respected with great
appreciation (Sharma, 2001).
These learners don’t get any chance to communicate in the target language in
their home, neither with their family members nor with their friends and
neighbors; because they are not English speakers. Teachers are not teaching
English as a language, rather they consider it as a subject like mathematics,
science etc. English language teachers spend huge amount of time on written
assessment rather than communication. Repetition, memorization along with lots
of systematic and intensive drills on sentence patterns and grammar rules are at
the heart of English classroom where communicative skills are hardly practiced
(Wang, 2010). There is no real communication in ESL classroom. The main
concern of the language teachers is to impart grammatical knowledge to the
students instead of developing their ability to appropriately use the language in
real context. It is often observed that some students have fundamental
understanding of grammatical knowledge, but are unable or too shy to put them
to use in real context.
In today’s globalized world, people in general and learners in particular, are busy
with eLearning contents. They play online and digital game for learning and
entertainment, but this kind of learning is not limited to technology. There are
different kinds of games available where learners can play and learn in practical
form and can also be implemented in ESL classroom to develop language skills
of the learners. Language learning in a Play-way Method or Game based method
is the most interactive one advocated by many researchers in which learners show
active interest in participating in the teaching –learning process (Froebel, 1837).
By looking at the term “Play-way Method” we usually imagine it is a method for
teaching children / kids and it is limited to them only. Teenage learners may also
be interested to participate in it. Game based language learning is a new way of
Language learning activities in the form of language games not only help to
foster learners’ interest in language learning but also help to teach new items,
practice language forms and revise what has been learned before to speed up
learners’ pace of language acquisition. Second language acquisition is a process
of learning second language after first language is already established. It is often
observed that knowledge of first language helps the learners to learn the second
language; but there are some factors need to be considered to pave the way for
second language acquisition. Therefore, the language games may be able to
satisfy the four conditions of second language acquisition such as motivation,
instruction, exposure and use (Willis, 1996). But the success or failure of any
innovative device like games in classroom depends on its implementers.
Teachers’ attitudes towards a particular technique like games, its use and
appropriateness in classroom reflect his/her classroom practices and influence
teaching-learning scenario. Many of them consider its use in classroom as a waste
of time and disregard effectiveness of games in learning English as Second
Language (Valipour and Aidinlou, 2014). In order to change their perception in
terms of using language games in ESL classroom and language games as
emerging method of language teaching and learning, different learning theories
are analyzed to show not only linkage between these theories and game based
language learning but also practical implementation of these theories through
games in ESL classroom. This paper aims to show how these theories can be
incorporated in the ESL classroom through language games to provide good
learning experience to the learners. Here are some learning and language learning
theories that underpin language games.
Experiential Learning
enable teachers to adopt learning strategies and create learning environment that
is suitable for each learner. Language learning through games is an approach
which a teacher can use in ESL classroom to meet the different learning style of
the learners at the optimal level. Language learning games are developed based
on different types of intelligences. Learners can apply their learning style to learn
English as second language through different kind of games.
Though there are such games which cover not only single learning style but also
more than three learning style. For instance, learners have to apply linguistic,
intrapersonal and interpersonal intelligences while participating in games like
role play. Here learners need to express their own feelings and also have to
consider and respect the feelings of others. In a game where learners need to
mime the title of anything for other learners to guess, the bodily kinesthetic and
interpersonal intelligences are brought into play. Teachers are well aware of
diversity in classroom that students are from different economic social, cultural
background which plays an important role in determining the strengths and
weaknesses of one's intelligences. MI theory can be implemented in small size
classroom but it is impractical in overcrowded classrooms with lack of resources
in India which is a great challenge for the teachers. Implementation of MI theory
in ESL classrooms in India is a Utopian idea to the teachers.
Cooperative Learning
The teacher becomes not the “sage on the stage”, but “the guide on the side”
(Johnson et al., 1994). Teachers will not simply grant knowledge to the students
but work as facilitators for students’ learning and encourage the students to work
in groups. These features of cooperative learning indirectly support game based
language learning in ESL classroom.As example while participating in Jigsaw
game, learners have to solve the assigned problem by helping each other in a
group which incorporates the five elements proposed by Johnson and Johnson as
unique elements to form a group to process the cooperative learning. Each
Learner has individual accountability and responsibility to help the group to solve
the problem by doing face to face interaction which helps to develop
interpersonal and social skills. But implementation in large or overcrowded
classroom raises some drawback of cooperative learning. Feature of competition
added by teacher affect the motion of collaboration in cooperative learning
activities. Mismanagement in activities like complication created by teachers,
lack of knowledge of specific procedure among students and poorly structured
group where students at the bottom do no work while the students at the top do
all the work, affect the learning process.
Collaborative Learning
Taking a cue from the works of James Asher, Harris Winitz, and Robins Burling,
Stephen Krashen develop the theory of Input hypothesis claiming that we acquire
language by understanding input which is beyond our current level of
competence through contextual and extra linguistic information. We acquire
language in only one way: when we understand messages; that is, when we
obtain comprehensible input (Krashen, 2003). Sometime Krashen used the term
comprehension hypothesis to refer input hypothesis as better description of his
theory. The Input Hypothesis answers the question of how learners move from
one stage of acquisition to another. Input hypothesis claimed that we acquire
spoken fluency not by practicing talking but by understanding input, by listening
and reading. It is in fact theoretically possible to acquire language without ever
talking and output can play a fairly direct role in helping language learning,
although even here it is not necessary (Krashen, 1982).
Task based collaborative activities cum games may be most successful on meta-
linguistic role. While participating in language games in ESL classroom, learners
have the opportunities to receive input as well as produce output. Language
games make the input possible in real context as the linguistic level of learners
participating in playing games are more or less same. Games also create a real
life context where learner can get scope to make an output and sometimes, under
some conditions, output facilitates second language learning in ways that are
different form, or enhance, those of input (Swain, 1995).
Discussion
Based on the empirical study of literature and the theories behind game based
language learning, it can be said that language games can work as a self-
motivator to stimulate learners’ interest and curiosity, which help the learners to
actively participate in language learning activities. According to Krashen’s
affective filter hypothesis, Affect refers to non-linguistic variables such as
motivation, self-confidence, and anxiety which will affect acquisition (Xiaoyan,
2009).Comprehensible input depends on affective filters which blocks input to
fail acquisition and it also determines individual variation in SLA. But activities
like games lower down affective filter to make learning meaningful and playful.
According to researchers, affective filter such as anxiety, fear of failure and
embarrassment affect the process of second language development. While
learner’s participation is the key to active learning, positive attitudes and
confidence are foundational to learning in order to reduce learners’ affective
filters. Teachers need to create kind, safe and interesting classroom environment
where learners can ask question, share and discuss their ideas with each other,
readjust and refine their thinking. These may work as strong antidotes to lack of
engagement. Games help to create this type of environment in ESL classroom.
Not all the games but games like role play affects learners’ attitude to English
language. It influences learners to develop positive attitude towards language
learning (Quijano, 2015). Thus it can be said that games help to develop positive
attitudes towards language learning. Language games also create situation where
learners can expose themselves to target language and have some experiences of
language use. While participating in a game they use language resources
available to them such as solving problem, sharing and comparing ideas, opinions
and culture. Learners are exposed in the target language environment to develop
four language skills equally which help them to internalize the target language.
Therefore games can be viewed as tool in this developing process, teacher can
use it any time whenever is necessary and appropriate, to warm up a lesson, to
provide practice for previously introduced language points, to present new items,
to end a lesson as follow-up activities, to serve as a substitute for unsatisfactory
materials.
While participating in games, the learners have to communicate with each other
in target language without any fear of public humiliation in front of other learners
which would help them to be confident to explore new language and use it in
communication. This is the example of an agreeable and supportive learning
environment. Games also help in learners’ social and emotional development by
engaging the learners in pair and group work which humanizes the classroom and
makes the path of learning easy. For instance, Teacher can use framing questions
game with reading comprehension lesson in intermediate level classroom, where
learners will be instructed to read a text and frame some questions based on their
comprehension of the text by dividing class into groups. Learners have to
complete this task by discussing and helping each other within the group. Each
group will get a chance to ask question to others to get the points. Learners in
group will be engaged in framing questions collaboratively to get better score.
This game may create interest among learners to actively participate in reading
activity to be able to frame more questions than others which help to develop
reading skills of the learners.
Conclusion
The overall empirical study of theories behind game based language learning
helps to change the teaching- learning scenario in ESL classroom. Analysis of
various theories which directly or indirectly support adaptation of game based
language learning in ESL classroom, help to change language teachers’
perception about language games. Games not only motivate the learner to
participate in learning activities but also create a real life context for the learner
to use the language in ESL classroom. Having done a pilot study of various
learning theory, it is observed that these theories are emphasising on learner and
learning centred classroom where learners are creator of their own knowledge
individually or with help of more knowledgeable others, but this does not mean
knowledge transmitted from teacher. These theories are in need of a single
platform where they can be implemented. It is observed that game based
language learning is the emerging technique through which various learning
theories can be incorporated and implemented practically into ESL classroom to
provide the learners good learning experiences which lead to good learning
outcomes. The authors are looking at implications of these theories through
games in ESL classroom. Though, there are lots of aspects that need to be
explored through further research such as its implication, effectiveness and
outcomes in ESL classroom in India. Theoretical aspects of adopting language
games in ESL classroom are presented by authors in this paper but practical
implementation of games in ESL classroom can provide real indication of its
success in Indian context.
References
Chomsky, Noam. (1986). Knowledge of Language, Its Nature, Origin and Use,
NY: Praeger.
Du, Xiaoyan. (2009). The Affective Filter In Second Language Teaching. Journal
of Asian Social Science. Vol. 5:8.
Kelly, Curtis. (1997) David Kolb, The Theory of Experiential Learning and ESL.
The Internet TESL Journal, Vol. 3: 9, September. Retrieve from
http://iteslj.org/Articles/KellyExperiential/ on 25/05/2016.