Attitudes toward the Effectiveness of [601911]
Attitudes toward the Effectiveness of
Communicative and Educational Language
Games and Fun Activities in Teaching and
Learning English
Marjan Sobhani
English Department, Faculty of Humanities, Islamic Azad University, Shiraz Branch, Iran
Mohammad Sadegh Bagheri
English Department, Faculty of Humanities, Islamic Azad University, Shiraz Branch , Iran
Abstract —This research intended to investigate the attitudes of learners and teachers about the effectiveness of
using games and fun activities regarding learn ing English. To do so, a modified questionnaire with 25 items
was conducted. The participants were 40 students and 40 teachers from one of Shiraz language institutes. The
results show ed that both learners ’ and teachers ’ attitudes were positive towar d langu age games and they
considered games as learning lubricants . Also, games and fun activities can help learners to be interested in
learning as well.
Index Terms —communicative language games, educational language games, fun activities
I. INTRODUCTION
Language is defined by Collin s dictionary (2000 ) as a system for the expression of thought s, feelings, etc., by the
application of spoken sounds or conventional symbols. Game means an activity in which the learners play a nd usually
interact wit h others and is defined as a system of manipulating spoken words to the untrained ear . Language games are
identified as play languages. In another sense, language games are not technically artificial languages as much as
heuristics for modifying language, like a code. The first group who used the language, just attempted to conceal th eir
conversations from others. It is obvious that all language learners respon d differently to language games . Each language
game involve s a usually simple standard transformation to speech, in order to encod e it. Teachers have preferred to
minimize compet ition when they select and describe the games , with winners and losers, and to maximize challenge and
competition, where everyone feels inspired to do their best. Games help and encourage many learners in sustain ing their
interest and work (Wright, Betteri dge, & Buckby, 1984 ). By conducting games, teachers can create more useful and
meaningful situations for understanding the languages . In conducting language games, both teachers and learners have
critical role s to make it understandable and applicable.
McC allum (1980 ) emphasized that games automatically result in student: [anonimizat], a nd increase their motivation .
Avedon (1971 cited in Deesri, 200 0, p. 2) discussed that games cause motivation and make students interested to have
positive competition in doing g ames ; moreover, they become excited and try their best to play these games . In other
words, games make them motivated and automatically result in learn ing. Crookal (1990) believed that games have a lot
of advantages to decrease anxiety and make them feel b etter, so they can feel more confident and relaxed, because they
feel free and never think about punishment and any bad consequences of wrong answers . Games can be useful for
teachers as well in their educational aspects .
Nedomová (2007), Bekiri (2003) and Hong (2002) all mentioned some major areas in using games for teaching
grammar to young learners. Nedomová (2007), Rixon (1991), and McCallum (1980) decided about type of language
games. Lee (1979) and Rinvolucri (1990) mentioned the best time for applyin g the games. McCallum (1980) discussed
the role of teacher in using games especially for young learners and class organization and participation of the learners.
Teacher’s preparation and his/her role as a facilitator is argued by Celce -Murcia (1979) and t he effectiveness of using
games in teac hing grammar to young learners was observed by Amato ( 1988 ), Gunn and McCallum ( 2005 ), Deesri
(2000 ), Celce -Murcia and Hilles (1988). As the games are the natural part of every classroom activit y, they are the
most s uitable and effective activities for young learners .
Nedomová (2007) argued that young learners became bored after 20 -30 minutes when they are in the class. Teachers
can use i nstructional or educational games in different language skills in their classes t o improve their students ’
understanding. FAS (2006), Hays (2005), Sitzmann, (2011), Tobias and Fletcher (2011 ) confirmed that i nstructional
games and simulations can be exciting in classrooms especially when teachers use them in different are as in their
teaching. Sindre (2009) stated that e ducational games, compared to other types of learning materials, could convey new
ISSN 1799-2591
Theory and Practice in Language Studies, Vol. 4, No. 5, pp. 1066-1073, May 2014
© 2014 ACADEMY PUBLISHER Manufactured in Finland.
doi:10.4304/tpls.4.5.1066-1073
© 2014 ACADEMY PUBLISHER
concepts to players in a much funnier, communicating and active way. Their use in education can increase students’
motivation and skills ac quisition. Hirumi, Appelman, Rieber, and Van Eck (2010) found that d esigning games can be a
difficult attempt , and planning educational games has the extra layer of including educat ional intentions in the design.
Rieber, Barbour, Thomas, and Rauscher (2008 ) mentioned that a game should have an enticing storyline and keep the
player motivated by providing the appropriate amount of difficulty to be considered good.
A. Suitable Types of Game s
The games and fun activities should be suitable for the level of th e students in the class and with the purpose of
reinforcing taught materials to be digestible and understandable for all learners in the class.
B. Suitable Time for Playing Games
Games should be conducted when all the students are ready, the time when the y are distracted and the teacher wants
to draw their attention and needs their involvement. Games can be done at the end of the class time or after each part of
the lesson to reinforce learning materials. The time that teachers want to motivate their stude nts is the best time to
conduct games .
II. LITERATURE REVIEW
The review of the studies rel ated to language games indicated that games are one of the most important parts in
foreign language teaching and learning in a variety of areas. Barrett (2012) stated that games are for playing, more often
than not playing , a game is a s ocial experience; it is enjoyable , and all people enjoy playing games . Play and playing are
ways through which we learn, so games can be parts of the normal activity o f the classroom. Clyde and Wilkinson
(2012) believed that the use of digital games is a new way in handling a class and motivating students by applying
simulation because they are different from text or board games, and it is more exciting for learners.
Connolly, Stansfield, and Hainey (2011) mentioned Alternate Reality Games (ARGs), is an innovative way of telling
story, and narration by employing multiple media and gaming elements based on participants' actions. In his article,
Dickinson (1981) explained different use of methods in involving learners in their second language for the purpose of
communication such as games , role -play, and reproductions for better interaction with others. Guillen -Nieto (2012) also
stated that besides the value of games,it is important to consider types of games, their procedure for class application,
and the result of using these games in the class, He concluded that the video game is an effective learning tool for the
teaching. In particular, game s had learning effect on both learners’ intercultural and cultural knowledge, and their
communicative competence for culture .
Larsen (2012) created a new design perspective for game -based learning in which there is no teacher interference is
needed and learners can do it by using thei r computers. Anyaegbu (2012) discussed the integration of Serious Games
specifically Mingoville for motivat ing EFL learners in China . He used this in two different schools and got different
results because of the attitudes of teachers and parents toward game- based learning in classrooms .
Arnold (1979) also discussed the role of instructional games in foreign language learning at the intermediate and
advanced levels . Games can provide a n outline for correct us e of language and can create conversation. Yolag eldili ’s
invetigation (2011) about the usefullness of games in teaching grammar in turkey demonstrated that Turkish EFL
teachers accept that games are effective in learners’ better learning bit they do not use games in their class a lot . Sylven
and Sundqvi st (2012) mentioned that playing digital games like multiplayer online role -playing games (MMORPGs)
improve learners’ linguistic and cognitive knowledge a lot, which are conducive to L2 learning, because it brings
opportunities for L2 input and foster thei r interaction s in the L2.
Sundqvist ’s research (2009) in vocabulary learning demonstrated that there is a positive correlation between playing
digital games and L2 proficiency among learners aged 15 -16. The researcher found out that gender also mad e
differ ences in which boys outperformed girls as well as the frequency of gaming and types of games played. The
findings suggest ed that playing digital games at an early age could be important for L2 acquisition without considering
which gender outperforms the ot her.
Shameem and Tickoo (1999) investigated classroom games to teach communicative skills in English as a second
language , allowing students to use communication strategies in English in realistic situations similar to those in which
they would use their n ative language . An introductory section outlines the rationale for the use of games in
communicative second language learning, the method used for selecting the tasks and activities presented, and the goals
of communicative activities. Subsequent sections detail ed activities in five categories: learning communication
strategies (asking questions, negotiating, pronunciation); learning content material (guessing words in context,
developing reading skills, promoting writing skills, forming speaking skills); l earning from one another (enriching
vocabulary and productive vocabulary use, imparting and seeking factual information, confirmation and clarification,
expressing emotional attitudes); developing skills in discourse (conducting interviews and conversation s, cooperative
storytelling in verbal and writt en forms, grammar in discourse), and developing fluency (review and correction ,
improving fluency with known vocabulary, capitalizing on content, improving speaking skills, working with writing).
Information p rovided about each activity includes targeted class levels, instructional aims, class time, preparation time,
materials needed, procedures, caveats and options, references and further readin g, and with the help of the teacher .
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Savignon (1973) said that communicative competence , the ability to use a language proficiently in impromptu
contacts with native speakers, must be the last objective of language teaching . Drills and repetition of designed
expressions do not result in real language use. We should begin giving students chances to use language in unrehearsed,
amorphous situations much earlier than we presently do. The emphasis should be on communicative competence then
linguistic competence . A research indicated that a group of French students who had bee n given systematic
opportunities for creative use of French in a variety of unrehearsed settings far outperformed the control group in tests
designed to evaluate communicative competence . A cultural context could be simulated to give authenticity to langua ge
learning and bring about emotional involvement on the part of the students. Games were a relatively unexploited means
for generating spontaneous language contacts . "Maisvousetes ma femme!" was an illustration which met all criteria for
a good language game. The main concern of the language teacher must be authenticity in the classroom. Structural
exercises and drills were the most effective opportunity for free use of language .
Kimball’s and Palmer’s paper (1978) described a formal communicative game, wh ich required the students to
process other players' utterances for implicit meaning before responding. The game could be adapted for content and
difficulty level. Students had to choose between two alternatives on dimensions such as structure and style. Sa mple
games were included as well . Jones (1986) outlined in his bo oklet the instructions for 10 games that have proved to be
effective in English for speakers of other languages (ESOL) courses. The games presented are divided into four
categories: dialog games, vocabulary games , structure focus, and pronunciation practice. "The Chain Game" called for
students to take turns asking each other questions, always repeating the response given by the previous player before
posing the question to the next playe r. Th e second dialog game allowed students to demonstrate reading comprehension
by matching pictures with stories. A vocab ulary game called "Is It?" gave students the opportunity to practice a
common question -and-answer pattern and simple descriptions. Fou r str ucture -focus games were described as
"Cooperative Sentences" (which taught sequential sentence order), "What Happened?" (in which students increase d
reading comprehension by acting out character roles and gain cultural insight as they role -play); "Where Is It?" (It is
designed to increase students' comprehension of prepositions); and "Colored Sentences" (in which students learn ed the
proper placement of modifiers in English sentences). "Hearing and Writing ", "Say-Show," and "Vowel Bingo" –allow ed
students t o get immediate feedback on their pronunciation accuracy are all pronunciation games .
Generally, beside the value of games in the instr uctional and learning processes, they are also effective in improving
linguistic skills and communicative abilities . Harp er (1981) introduced a large number of group activities and games for
elementary and intermediate levels based on the purpose, the procedure, and some examples of game , which could also
be appropriate in more advanced classes.
III. RESEAR CH METHODOLOGY
This study intended to investigate the attitudes of learners and teachers toward the effectiveness of games and fun
activitie s for learning English and find ways through which learne rs’ knowledge can b e enhanced and reinforced .
A. Participa nts
The participants of this study included 40 male and female EFL teachers from one of Shiraz language institutes and
40 male and female EFL learners of teen levels of the same institute.
B. Instrumentation
A modified questionnaire was designed for both teachers and students in which the first part was about their
demographic information and the second part was a Likert scale of 25 -item questionnaire (strongly agree (SA) , agree
(A), neutral (E) , disagree (DA) , and strongly disagree (SDA) ) on the effective ness of language games and fun activities.
The learners’ questionnaire was translated into their L1 (Persian) for better understanding of the questions.
C. Procedure
The questionnaires were handed to teachers and learners . With their helpful pa rticipation , all 80 questionnai res were
collected; 40 were related to learners and the rest were for teachers.
IV. DATA ANALYSIS
After data collection was done, the questionnaire was codified based on the motivation of students for using games
and fun activities, the effectiveness of using games and fun activities, attitudes of learners and teachers toward these
games and fun activities, a nd the difficulties encounter ed by teachers and students in using games and fun activities.
The Likert scale was also codified in a way each answer go t its own score : strongly agree (2), agree (1), neutral (0), and
disagree (-1), and strongly disagree (-2).
The researchers selected two methods for analyzing data: t-test by using SPSS software and giving percentage f or
each item . Tables 2 to 9 are attached f or clarification of the results in appendix A.
V. RESULTS AND DISCUSSION
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An independent sample t -test was performed to investigate effectiveness of application of communicative and
educational gam es and fun activities. The result of this test indicated that there is a statistically significant difference
between teachers and learners attitude for the application of games and fun activities in classroom to promote learning.
(Table 1)
The percentage s for each item showed that both teachers and learners are motivated in using games and fun activities
in the classroom and they think that games and fun activities are effective in learning a new language. Both groups had
positive attitudes toward ga mes an d fun activities, however; there were some problems and difficulties in performing
games and fun activities. They thought that using games and fun activities can make class more active and energetic in
learning new lessons. (See Appendix A, Tables 2 -9)
TABLE 1:
INDEPENDENT SAMPLES T -TEST FOR THE EFFECTI VENESS OF GAMES AND FUN ACTIVITIES
Levene's Test for Equality
of Variances t-test for Equality of Means
F Sig. T Df Sig. (2 –
tailed) Mean
Difference Std. Error
Difference 95% Confidence Interval of the
Difference
Lower Upper
score Equal variances
assumed 4.149 .045 3.059 78 .003 4.37500 1.43003 1.52803 7.22197
Equal variances not
assumed 3.059 73.313 .003 4.37500 1.43003 1.52516 7.22484
VI. CONCLUSION
It is obvious that using traditional methods of teaching cannot be sufficient these days and learners need to have
abilities for communication, they need to be confident enough to communicate in real life context and they should not
memorize or duplicate some rules. To do so, teachers should apply different methods beside traditional method of
language teaching to motivate learners for meaningful learning and this goal is achievable if teachers use games and fun
activities, which are more attracting and interesting for learne rs. These methods can activate their mind s to learn
through games and remember learned material s better, and then use them in their communication. Teachers can
facilitate their teaching by adding some educational and communicative games and fun activities in teaching to motivate
their learners and make learning more understandable for them.
APPENDIX A. TABLES 2-9
TABLE 2:
MOTIVATION OF TEACHER S FOR USING GAMES AN D FUN ACTIVITIES IN THE CLASS
Questions SA A E DA SDA
1. When I use games, my students learn better. 57.5 37.5 5 – –
6. Games make lessons more interesting. 57.5 40 – 2.5 –
12. I like to give my students more time to play. 7.5 57.5 20 12.5 2.5
18. I like my students to sing songs aloud in class. 22.5 37.5 20 17.5 2.5
21. I like my students to choose the games/ activities themselves not me. 2.5 17.5 35 32.5 12.5
24. I prefer to start the lesson with fun activities for students to give them more energy. 32.5 32.5 12.5 7.5 2.5
(Figures in percentage)
TABLE 3:
THE EFFECTIVENESS OF USING GAMES AND FUN ACTIVITIES F ROM TEACHERS ’ PERSPECTIVE (FIGURES IN PERCENTAGE )
Questions SA A E DA SDA
2. I like to conduct games just for fun not learning. – 10 7.5 60 45
3. I like to use games for teaching new things. 17.5 72.5 7.5 2.5 –
4. When students play games, they can speak English more. 20 40 40 – –
5. I don’t like to give marks when my students play games. 25 30 25 20 –
16. I like to play games during the lesson not after that. 2.5 35 37.5 22.5 2.5
19. I like to compare my students in games. 2.5 35 25 25 12.5
22. I prefer my students to play games other than educational games. – 5 12.5 50 32.5
23. I like to play games when I am tired and cannot teach my students something. – 12.5 20 45 22.5
TABLE 4:
ATTITUDES OF TEACHERS TOWARD GAMES AND FUN ACTIVITIES (FIGURES IN PERCENTAGE )
Questions SA A E DA SDA
9. I don’t like fun activities because they can’t help learners learn anything more than they
know. – 2.5 7.5 47.5 42.5
13. Students are not aware of the purposes of playing games. 12.5 37.5 37.5 12.5 –
14. Some games are hard and confusing for students to play. 2.5 50 27.5 20 –
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TABLE 5:
DIFFICULTIES THAT ARE ENCOUNTERED BY TEACH ERS IN USING GAMES A ND FUN ACTIVITIES (FIGURES IN PERCENTAGE )
Questions SA A E DA SDA
7. My class environment is not suitable enough for playing games. – 27.5 25 45 2.5
8. When students play games, they make a lot of noise. 22.5 30 27.5 17.5 2.5
10. When students play games, I can’t understand whether they learn or not. – 12.5 10 55 22.5
11. There is a lack of mate rials for good language games in the textbooks. 17.5 37.5 30 12.5 2.5
15. Some students are too shy to speak English in front of their classmates, even in game sessions. 12.5 57.5 17.5 10 2.5
18. I like my students to sing songs aloud in class. 22.5 37.5 20 17.5 2.5
20. I prefer cooperation in my class during using games. 32.5 62.5 – 2.5 2.5
25. Some games are not practical and suitable enough for students to play. 12.5 67.5 12.5 7.5 –
TABLE 6:
MOTIVATION OF LEARNER S FOR USING GAMES AN D FUN ACTIVITIES IN THE CLASS
Questions SA A E DA SDA
1. When my teacher uses games, I learn better. 47.5 42.5 7.5 2.5 –
6. Games make lessons more interesting. 60 27.5 7.5 5 –
12. I like my teacher to give us more time to play. 25 17.5 27.5 17.5 12.5
18. I like to s ing songs aloud in class. 17.5 12.5 20 30 20
21. I like to choose the games/ activities myself not my teacher. 17.5 12.5 32.5 22.5 15
24. I prefer my teacher to start the lesson with fun activities for us to give us more energy. 62.5 20 10 5 2.5
(Figure s in percentage)
TABLE 7:
THE EFFECTIVENESS OF USING GAMES AND FUN ACTIVITIES FROM LEAR NERS ’ PERSPECTIVE (FIGURES IN PERCENTAGE )
Questions SA A E DA SDA
2. I like to play games just for fun not learning. 2.5 5 10 12.5 70
3. I like my teacher to use gam es for teaching new things. 40 27.5 22.5 10 –
4. When we play games, we can speak English more. 40 27.5 17.5 10 5
5. I don’t like my teacher to give marks when I play games. 22.5 15 25 12.5 25
16. I like to play games during the lesson not after that. 25 17.5 17.5 20 20
19. I like my teacher to compare us in games. 30 7.5 12.5 20 30
22. I prefer my teacher to conduct games other than educational games. 17.5 15 15 17.5 35
23. I like to play games when I am tired and cannot listen to my teacher. 32.5 15 15 22.5 15
TABLE 8:
ATTITUDES OF LEARNERS TOWARD GAMES AND FUN ACTIVITIES (FIGURES IN PERCENTAGE )
Questions SA A E DA SDA
9. I don’t like fun activities because they can’t help me learn anything more than I know. 5 5 27.5 17.5 45
13. We are not awa re of the purposes of playing games. 10 5 30 30 25
14. Some games are hard and confusing for me to play. 2.5 17.5 20 22.5 37.5
TABLE 9:
DIFFICULTIES THAT ARE ENCOUNTERED BY LEARN ERS IN USING GAMES A ND FUN ACTIVITIES (FIGURES IN PERCENTAGE )
Questions SA A E DA SDA
7. My class environment is not suitable enough for playing games. 25 15 40 5 17.5
8. When we play games, my classmates make a lot of noise. 27.5 17.5 35 7.5 12.5
10. When we play games, my teachers can’t understand whether we learn or not. 12.5 7.5 37.5 22.5 20
11. There is a lack of materials for good language games in the textbooks. 20 20 27.5 25 7.5
15. I am too shy to speak English in front of my classmates, even in game sessions. 2.5 15 17.5 12.5 52.5
18. I like to sing songs aloud in class. 17.5 12.5 20 27.5 20
20. My teacher prefers cooperation during using games. 32.5 17.5 32.5 10 7.5
25. Some games are not practical and suitable enough for us to play. 17.5 5 47.5 10 20
APPENDIX B. QUESTIONNAIRES
Teachers’ Questionnaire
1. Ag e:
2. Gender:
3. Degree of education:
A) Please mark the choice that you think is right.
SA= Strongly Agreeș A= Agreeș E= Neutral șD= Disagreeș SDA= Strongly Disagree
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Items SA A E D SDA
1. When I use games, my students learn better.
2. I like to conduct games just for fun not learning.
3. I like to use games for teaching new things.
4. When students play games, they can speak English more.
5. I don’t like to give marks when my students play games.
6. Games make le ssons more interesting.
7. My class environment is not suitable enough for playing games.
8. When students play games, they make a lot of noise.
9. I don’t like fun activities because they can’t help learners learn anything more than th ey
know.
10. When students play games, I can’t understand whether they learn or not.
11. There is a lack of materials for good language games in the textbooks.
12. I like to give my students more time to play.
13. Students are not aware of the purposes of playing games.
14. Some games are hard and confusing for students to play.
15. Some students are too shy to speak English in front of their classmates, even in game
sessions.
16. I like to play games during the le sson not after that.
17. Sometimes the large number of students in each class makes problems for conducting
games.
18. I like my students to sing songs aloud in class.
19. I like to compare my students in games.
20. I prefer coopera tion in my class during using games.
21. I like my students to choose the games/ activities themselves not me.
22. I prefer my students to play games other than educational games.
23. I like to play games when I am tired and cannot teach my students something.
24. I prefer to start the lesson with fun activities for students to give them more energy.
25. Some games are not practical and suitable enough for students to play.
Learners’ questionnaire
1- Age
2- gender
3- level
B) Please mark the choice that you think is right.
SA= Strongly Agree ș A= Agreeș E= Neutral șD= Disagreeș SDA= Strongly Disagree
Items SA A E D SDA
1. When my teacher uses game, I learn better.
2. I like to play games just for fun not learning.
3. I like my teacher to use games for teaching new things.
4. When we play games, we can speak English more.
5. I don’t like my teacher to give me mark when I play.
6. Games make lessons more interesting.
7. My class environment is not good for playing.
8. When we play games, my classma tes make a lot of noise.
9. I don’t like fun activities because they can’t help me learn anything more than I know.
10. When we play games my teacher can’t know that we learn or not.
11. There is a lack of materials for good language ga mes in our textbooks.
12. I like my teacher to give me more time to play.
13. We are not aware of the purposes of playing games.
14. Some games are hard and confusing for me to play.
15. I am too shy to speak English in front of my classmates, even in game sessions.
16. I like to play games during the lesson not after that.
17. Sometimes the large number of students in each class makes problem for conducting games.
18. I like to sing songs aloud in class.
19. I like my teacher to compare us in games.
20. My teacher prefers cooperation during playing games.
21. I like to choose the games/ activities myself not my teacher.
22. I prefer my teacher to play games other than educational games.
23. I like to play games when I am tired and cannot listen to my teacher.
24. I prefer my teacher to start the lesson with fun activities for us to give us more energy.
25. Some games are not practical and suitable enough for us to play.
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THEORY AND PRACTICE IN LANGUAGE STUDIES
© 2014 ACADEMY PUBLISHER
Marjan Sobhani is an M.A student majoring in Applied Linguistics. Currently, she is working as an English
instructor. She accomplished her B.A from Islamic Azad University, Shiraz branch. Her main areas of interest
are corrective feedback, writing , teaching methods and learning strategies.
Mohammad Sadegh Bagheri is an assistant professor teaching M.A. and PhD courses and working as the
humanities faculty dean at Islamic Azad University, Shiraz Branch. He accomplished his M.A. and PhD in
TEFL from Shiraz University and has some publications and articles on different issues. His main areas of
interest are e -learning, motivation, learning strategies and international exams.
THEORY AND PRACTICE IN LANGUAGE STUDIES
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