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THROUGH GAMES
COURSE PAPER
PRESENTED BY
_________________
a fourth year student
of the English department
SUPERVISED BY
_________________
an associate professor
of the English department
Lviv 2018
Theme: Teaching travel-related vocabulary through games
CONTENTS
Introduction
Chapter 1. Theoretical aspects of vocabulary teaching
1.1. The importance of teaching vocabulary
1.2. Methods and techniques of teaching vocabulary in the classroom
1.3. Difficulties in teaching and learning vocabulary
Chapter 2. Games as a tool for teaching English vocabulary
2.1. The difference between play, game and simulation
2.2. Types of games according to different criterion
2.3. Games with travel-related vocabulary
Conclusion
References
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1.1. The importance of teaching vocabulary
For many years, vocabulary has been undervalued in the field of second
language teaching and learning, but the last decades have seen a change of attitude
towards vocabulary. Laufer (1997, p. 147) says: “vocabulary is no longer a victim of
discrimination in second language learning research, or in language teaching. After
decades of neglect, lexis is now recognized as central to any language acquisition
process, native or non-native. What many language teachers might have intuitively
known for a long time, that a solid vocabulary is necessary in every stage of language
learning, is now being openly stated by some language researchers”.
As we all know, vocabulary is the basis for forming our four main skills:
Reading;
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Listening;
Speaking;
Writing.
People can have many aptitudes, but without a large and precise English
vocabulary to express them, they cannot take full advantage of these abilities. Thus,
vocabulary is one of the aspects of the language to be taught in school. New items
have to be introduced in such a way as to capture the students’ attention and place the
words in their memories, make them capable of storing, keeping and retrieving words
when needed. Students need to be aware of techniques for memorizing large amounts
of new vocabulary in order to progress in their language learning. Vocabulary
learning can often be seen as a laborious process of memorizing lists of unrelated
terms. Memorizing may be good and useful as a temporary technique for tests, but
not for learning a foreign language. However, there are many others much more
successful and interesting ways to learn and teach vocabulary in the classroom. If
vocabulary is taught in an uninteresting way such as by drilling, simple repetition and
learning lists, then the words are likely to be forgotten. Teachers need to teach
vocabulary so that the words are learned in a memorable way, in order for them to
stick in the long-term memory of the student.
Generally, knowing a word involves knowing its form and its meaning at the
basic level. In deeper aspects, it means the abilities to know its (Harmer, 1993):
The direct method of teaching foreign languages uses only the target
language. Characteristic features:
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Teaching grammar by using an inductive approach (i.e. having learners
find out rules through the presentation of adequate linguistic forms in the target
language);
centrality of spoken language (including a native-like pronunciation);
Focus on question-answer patterns;
Students are taught from the outset to ask questions as well as answer
them.
The aim of this method is to make students think in the target language to
develop a good communication skill. [30, 18]
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Structured patterns in language are taught using repetitive drills.
The emphasis is on having students produce faultless statements.
This method of language learning supports kinesthetic learning styles.
The printed word must be kept away from the second language learner as
long as possible.
Beside this, there are “pre-planned lesson stages in which learners are taught
pre-selected vocabulary items” (Thornbury 2004: 75). Various techniques and
activities are aimed directly at learning vocabulary, which is usually put into sets of
somehow related words, often by topic or meaning.
Both McCarthy (1992: 110) and Thornbury (2004: 76) suggest two general
possibilities of arranging vocabulary presentation. The teacher provides the learners
with the meaning of the words and then progresses to introduction of their forms or
vice versa – the form is introduced first, followed up with illustration of the meaning.
Students often associate vocabulary with translation of new words and then
learning them by heart but vocabulary is more than this. Most of the new words in
English can be learnt interactive or through some techniques called by Harmer
“Discovery Techniques”. Although these techniques are highly used, they are rather
ineffective sometimes. However, other techniques/practices can be used in the
classroom to teach vocabulary.
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a) Realia refers to bringing objects into the classroom or simply using the
things existing in the classroom in teaching vocabulary. In other words students are
shown a pen if teacher wants to teach them the word “pen”.
b) Pictures of things that cannot be brought into the classroom as a board
drawing, wall pictures, charts, flashcards, magazine pictures or other visual
representation. For example, if teachers want to teach students types of bird they can
use flashcards.
c) Mime refers to actions that are better explained by gesture. Concepts
like “sleeping” or “listening” are easy to be presented in this way.
d) Contrast shows that some words can be thought in relation with their
opposite meaning. For example, the word good has the opposite bad, light - dark,
long - short, high - low.
e) Enumeration is used when referring to general or specific words. For
example, the general term “fruit” has a sense relation with its specific terms such as:
apple, pear, cherry, etc. so the teacher enumerates specific terms to reach the general
one.
f) Explanation is the sixth technique used to explain the meaning of
vocabulary words and can be very difficult especially for beginners, but can be used
with intermediate students. It is important to include any facts of the word, which are
relevant.
g) Translation is the last and the mostly used. Although it seems to be a
quick and easy way to present the meaning of words, it is problematic. Not all words
can be translated and furthermore students are not encouraged to interact with the
new words.
All the above techniques used single or in combination are useful ways of
introducing new words in learning English. Pronunciation is as important as the
structural material. Words should be introduced making sure that students know how
to pronounce them. In this way, they can use the new words in speech and it will help
them remember the new words.
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Discovery techniques display from simple matching tasks to complex
understandings of connotation and context. Discovery techniques used with
vocabulary materials allow students to activate their previous knowledge, to share
with others what they know and interact with words. Learners will select the words
they want to learn. The words they have acquired seem to move between active and
passive status. Involvement with words is likely to help students to learn and
remember them. If teachers provide the right kind of exposure to words for the
students and opportunities for them to practice these words then there is a good
chance that students will learn and remember some or all of them.
The first steps in successful teaching vocabulary are to identify the difficulties
that faced by the students. Thornbury (2004: 27) proposes some factors that make
some words more difficult as follows:
a) Pronunciation
Research shows that words that are difficult to pronounce are more difficult to
learn.
b) Spelling
Sounds-spelling mismatches are likely to be the cause of errors, either of
pronunciation or of spelling, and can contribute to a word’s difficulty. While most
English spelling is law-abiding, there are also some glaring irregularities. Words that
contain silent letters are particularly problematic: foreign, listen, headache, climbing,
bored, cupboard, muscle, etc.
c) Length and complexity
Long words seem to be no more difficult to learn than short ones. However,
as a rule of thumb, high frequency words tend to be short in English, and therefore
the learner is likely to meet them more often, a factor favoring their “learnability”.
d) Grammar
Also problematic is the grammar associated with the word, especially if this
differs from that of its L1 equivalent. Remembering whether a verb like enjoy, love,
or hope is followed by an infinitive (to swim) or an –ing form (swimming) can add to
its difficulty.
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e) Meaning
When two words overlap in meaning, learners are likely to confuse them.
Make and do are a case in point: you make breakfast and make an appointment, but
you do the housework and do a questionnaire.
f) Range, connotation and idiomatic meaning.
Gower, Philips and Walter (1995: 143) explain what makes a vocabulary item
easy or difficult. It can depend on a number of factors:
The difficulty of a vocabulary item is often depends on how similar the items
is in the form and meaning to the students‟ first language. Words, which are similar
in the first language and English, may be misleading rather than helpful.
Once students have some English, then a word, which is related to an English
word they are already familiar with, is easier one that is not. For example, if students
have already met the word friendly they should be able to guess the meaning of
unfriendly.
c. Connotation
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Another difficult aspect that learners have to get grips with is the connotation
of the word. For example, does the word have positive or negative connotation to a
native speaker? Either skinny or slim could be used to describe someone who is thin
– but these words are very different in their connotation and by choosing one rather
than the other, the speaker conveys a particular attitude.
The spelling of many English words can cause problems for students who
speak languages with very regular spelling system. Particular spelling patterns can
also cause confusion where the pronunciation is concerned. For example, it is easy to
understand why many students confuse the meaning, spelling and pronunciation of
these words: through, though, thought, tough, thorough.
e. Multi-word items
A lexical item may consist of more than one word, as in a compound noun
such as tennis shoes or sports car, or a phrasal verb such as to put someone up.
Phrasal verb are notoriously difficult for learners of English because they are made
up of simple words (often prepositions or adverbs).
f. Collocation
How a lexical item collocate (or „goes with‟ other items) can also cause
difficulty. For example, people are injured or wounded but things are damaged, and
we can say a strong wind and strong coffee – but it is a light wind not a weak wind
and weak coffee not light coffee.
g. Appropriate use
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word or phrase has a marked style – informal or formal.
In many cases, the words play, game and simulation are used interchangeably
since they serve the same general purpose focused on implementing fun in the
classroom and exposing learners to a given form of second language input. However,
taking a closer look at each of these forms of interaction it is possible to pinpoint
subtle differences between them.
Play can be described as the activity that is performed for pleasure and
enjoyment. Young learners show a natural need for play that makes it a highly useful
and effective form of interaction in the foreign language classroom. Play refers, then,
not so much to the language content or the actual physical materials, tools, or aids
that children handle but rather the atmosphere and the specific setting in which they
interact. With such a view on play, it is possible to identify its basic characteristics:
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Involving an element of uncertainty – play needs to be based on open tasks
which do not have one possible solution. This makes learners curious and
creative which, in turn, makes play more appealing for the learners.
Unproductive – a cognitive or educational element may but does not need to be
involved in play. It can be based on fun and entertainment alone but, whenever
possible, an educational element is included as well.
Based on especially designed rules – each time play is used it is based on a
specific context with learners playing specific roles, the classroom being some
other place, at some other time etc.
Fictitious – play can include imagined elements, situations, individuals and the
like (Jeffcoate 1992: 192-193).
Games are more elaborated with a greater range of rules and principles. As a
result, games often require greater degree of preparation, intensive observation and
control of the teacher.
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Byrne (1986: 100) defines games as a form of play governed by certain rules or
conventions. Moreover, Toth (1995: 5) provides a more expansive definition
explaining game as follows: A game is an activity with rules, a goal and an element
of fun. There are two kinds of games: Competitive games, in which players or teams
race to be the first to reach the goal, and co-operative games, in which players or
teams work together towards a common goal. The emphasis in the games is on
successful communication rather than on correctness of language (Toth 1995: 5).
In addition to the definition a greater insight into the nature of games can be
provided by looking at an array of basic features they have.
6. Negotiable consequences: the same game can be played with or without real-
life consequences. As can be seen, even though games are already based on rules and
principles they can often be modified in order to adjust a game to learners’
characteristics, needs or skills so that it can serve its purpose as effectively as
possible. A yet better understanding of games can be gained by discussing the
functions that games serve. This constitutes the focus of the following section.
It was pointed out that games include an element of fun, but, at the same time,
they are rule-based and they have a more elaborated character. As a result, it means
that games are not implemented by teachers just for the sake of playing a game itself
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but there are some specific functions which games can serve for the classroom setting
as well as for teacher and learners:
There is a number of ways in which games can be put into particular types or
categories; that means that much depends on the criterion followed. As a result, there
are games focused on fun and entertainment, interaction, developing learners’
knowledge of the world or focused on some particular element of language. Another
possible criterion could be the way games are organized, so, there are games that
engage entire group of learners interacting in the classroom or subdividing them into
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smaller groups. Moreover, all learners can be engaged at the same time or they can
have their roles to play at different stages of the lesson. In addition, learners can be
active all the time or some of them can drop out after some time waiting for others to
finish the game. Each type of game serves a specific function for both teachers and
learners. At the same time, the types can also be mixed within one single game as it
can be whole-class teaching game focused on interaction and the use of specific
vocabulary items (Hong 2002: 3). As can be seen, classification of games constitutes
a relatively flexible area of study which makes it necessary to focus on some specific
criteria in order to pinpoint and discuss the detailed features and functions they serve.
The typologies discussed in the subsections below are based on the function and
structure of games, language skills that learners develop and proficiency level of
students.
Considering the function of games reflected in the purpose for which a game is used,
games focused on linguistic accuracy or general communicative goal. The first one
guarantees success when a learner uses correct forms during a task that can be based
on a drill or translation whereas the latter aims at developing students’
communicative skills and, at the same time, skillful transmission of information
during a conversation.
Shifting the focus on the structure of games, we can distinguish various types
depending on the tools and various physical materials used in order to play it. Such a
classification made by Lewis and Bedson (1999: 17), who distinguished the
following:
Board games - all kinds of games that require moving pawns or markers along
a board. Games of this kind can be highly beneficial in terms of language
learning because they can involve a range of tasks for learners to do e.g. ask
everybody two questions, count to twenty etc.
Card games – games based on assembling cards, disclosing, exchanging,
sorting, and counting them. The cards can have a gist or usefulness in a game,
or clearly serve as symbols for actions or objects. As a result, learners can
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develop associations between the names of the activities in English, the
pictures and the subsequent movement - dice games. Games of this sort are
very flexible. It is important to note that the dice need not only to have
numbers on the faces. Dice games can have colors, numbers or letters of the
alphabet. It is very easy to attract the attention of young learners with dice
games because they contain the element of unpredictability and luck (Ellington
1998: 4).
Drawing games - show a relatively specific feature since they traverse a gap
between the fundamental functions of the brain. On the one hand, drawing stirs
inventiveness and susceptibility towards the world but on the other hand,
children need to be able to understand directives and describe their art. Games
based on drawing might be useful when working with sheepish children who
are reluctant to talk. Despite the fact that children may not be ready to describe
their picture thoroughly by themselves they will definitely reply to questions
with yes or no answers. Furthermore, drawing games can also be used to
include a degree of competitiveness as well as enable children to memorize
new vocabulary items better (Lewis - Bedson 1999: 17).
Guessing games - such games may be used to practice the use of particular
linguistic forms such as: ‘do you, are you, is it, etc. Moreover, they also
display the element of competitiveness, which motivates learner’s creativity in
this learning and teaching atmosphere (Lewis - Bedson 1999: 17).
Role-play games - they trigger a child’s imagination and constitute tests of real
communication and simulation. Many young learners benefit greatly from role-
play games in terms of their linguistic competence as well as their personality
development. Therefore, with the use of these games learners are able to get to
know some everyday issues and mechanisms as well as the imagined ones.
This, again, reflects positively on learners’ motivation (Ellington 1998: 5).
Movement games - during these games students are physically active, that
enables them to learn through the application of their natural predispositions
and inclinations. Movement games make children very excited and interested.
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Moreover, because of the dynamic character these games show, learners need
to be constantly monitored when playing such games (Lewis - Bedson 1999:
18).
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see Serve sharp smell
toiletries Translate wake water
where Window work write
Students do the roleplay 1below, using the vocabulary on the right hand if they
need to and you tell them that they can. Roleplay the whole of a short meeting,
from meeting each other to saying goodbye.
They should do the same for some of the other meetings below, either choosing
ones they want to practice or choosing numbers at random.
Topic of the meeting Possibly useful vocabulary
You want to cut staff commuting city center, shuttle bus
times.
You have to pay for staff commuting car sharing, season ticket
fees and so want to cut the cost.
Staff complain about how much time airport meeting room, teleconferencing,
they spend on business trips video conferencing, direct flight
You want to cut the cost of staff twin room , economy class, budget
business trips. airline, online booking, night bus
You are the management of a hotel. wifi, minibar, late checkout, charge for
You want to increase the income per changes, pool, credit card, refund
guest.
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· Rolling a dice and doing the roleplay which comes up with those
numbers
· Choosing random numbers without looking below and doing the
roleplay which comes up with those numbers
· Choosing any they like
You should say them if they have free choice or must stick to one of those
three.
First roll of the dice – who you are Second roll of the dice – what you need
communicating with
to do
1. Hotel Asking for information
2. Restaurant Booking/ Making a reservation
3. Travel agent/ Airline Changing something
4. Bus station or train station Checking information
5. Car rental Making a complaint
6. Taxi/ Taxi firm Requesting
The same, but this time they need to pretend, that they are emailing. They can
do this by passing pieces of paper backwards and forwards, or just by saying,
what they would write in each email. Continue until the end of the email
exchange, then they choose another situation above and do the same.
The same, but this time they are rolling the dice to decide if they will
communicate by email or telephone. Without the dice, roleplay some more
realistic Travel English situations for you, for example:
With a company which arranges tours, tour guides or interpreters
With an attraction which they could visit during a trip, e.g. a museum, national
park or zoo
Arranging a visa or checking the visa requirements
With a medical practitioner
With a bar
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This time they can choose to communicate by how they really would
communicate (by phone, text/ SMS, email, face to face, Skype, etc). They can
do the same with non-travel situations if they cannot think of any (more)
realistic travel situations
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