Didactic games: their role in the teaching of
English based on the common European framework of reference
Los juegos didácticos,
su papel en la enseñanza del inglés según el Marco Común Europeo de Referencia
Alina Elvia Rodríguez Ochoa[1]
María Dolores Vázquez Gómez[2]
Yasumí Mateo Ramos Villegas[3]
Abstract
The development on the establishment of new
policies has been carried out in Cuba, in order to upgrade the quality of the
professional who graduates from universities. One of the elements that was
taken into account was the students’ mastery of the English language and the
antecedents that have been observed show that our
professionals in contexts where they must make use of this language for
personal exchanges and in professional contexts is limited at the moment to
talk to English-speaking colleagues. This work shows one of the ways in which
didactic games are a motivational constructive influence in the
teaching-learning process of English as a second language and its importance in
the implementation of the new policy of English in Cuba, specifically in the
University of Holguin. The use of didactic games to develop the speaking
ability in English as a second language was analyzed. The study was carried out
in a group of 27 third year mechanical engineering students at the Engineering
Faculty in the University of Holguin. Several methods were used, such as
document review, interview to teachers and students, observation, analysis and
synthesis. The lack of motivation and the insufficient development on the
speaking ability were found. The most outstanding outcome was the good scoring
obtained by the students in the placement tests of English in the 2018-2019
academic year. The authors recommended the use of the set of didactic games in
the first years of the university majors.
Keywords: Second language, games, teaching-
learning process
Resumen
En Cuba se ha venido desarrollando el establecimiento de nuevas políticas con el fin de incrementar la calidad del profesional que egresa de las universidades. Uno de los elementos que se tuvo en cuenta fue el dominio del idioma inglés por parte de los estudiantes y los antecedentes que se han observado muestran que nuestros profesionales en contextos donde deben hacer uso de este idioma para intercambios personales y en contextos profesionales, han sido limitados al momento de hablar con colegas de habla inglesa. Este trabajo trata sobre la forma en que los juegos didácticos son una influencia constructiva motivacional en el proceso de enseñanza-aprendizaje del inglés como segunda lengua y su importancia en la implementación de la nueva política del inglés en Cuba, específicamente en la Universidad de Holguín. En este trabajo se analizó el uso de los juegos didácticos con el objetivo de desarrollar la habilidad oral del idioma inglés como segunda lengua. El estudio se llevó a cabo en un grupo de 27 estudiantes de tercer año de ingeniería mecánica de la Universidad de Holguín. Los métodos utilizados fueron: revisión de documentos, entrevista a profesores y alumnos, observación, análisis y síntesis. Se comprobó la falta de motivación de los estudiantes y el insuficiente desarrollo de la habilidad. Su resultado más importante fue las buenas calificaciones obtenidas por los estudiantes en los exámenes de certificación en el curso académico 2018-2019. Los autores recomiendan la utilización del sistema de juegos didácticos en los primeros años de las carreras universitarias.
Palabras clave: segunda lengua, juegos, proceso de enseñanza-aprendizaje
Introduction
This century has an
increasing scientific and technological development that has a great footprint
in the socioeconomic life of the world. Such development implies a more
systematic and effective exchange of data than in previous years so as to have
access to the most updated tendencies of different sciences nowadays. Such
context demands new positions for the formation of university students in our
country. Taking this into account a new language policy addressed to the
improvement of English learning to reach, in a relatively short and gradual
period of time, a higher and more integral formation of university students was
established by the Ministry of Higher Education of Cuba (MES, 2017).
Since the beginning of
the implementation of this new policy there have been and at present are some
irregularities in the implementation of the level that was originally intended
to be established (B1 +). It was shown that not all the conditions needed in the
institutions were created, especially the language level of the students when
they entered in institutions, previous teachings, among others, necessary to
achieve greater success in this purpose. At the University of Holguín, there is
a language lab and a self-access center with all the conditions created, from a
40 "television, computers, speakers; however, these resources are not
enough for the group of professors involved in this process, not being the case
of other universities due to dissimilar irregularities, which resulted in
establishing the A2 level as a requirement for their certification. So, the
strategy of the use of didactic games was used within the syllabus established
for the implementation of level A2. The objective of this work is to show how
the application of a set of didactic games can positively affect students’
English learning, more specifically in the development of oral expression.
Development
According to the Common
European Framework of Reference (CEFR) at Level A2 the student must understand
frequently used sentences and expressions related to areas of immediate
importance, for example: personal and family information, shopping, local
geography, they should communicate in simple tasks from their routine and
exchange to a basic level familiar information or routine matters. They should
describe, in simple terms, aspects of their past in the environment around them
and also in areas of immediate need. To achieve this objective, the teacher is
responsible for awakening interest and desire to learn in the students.
This work took place
during the 2018-2019 academic year in a 3rd year group
of students from the Mechanical Engineering Major at University of Holguin. The
syllabus used was basic English I which objectives for
the development of oral expression skills are:
- Express your location
and that other people’s location in a limited way.
- Describe the position
of objects and places.
- Express skills or lack
of them in relation to basic activities.
- Describe people and
express preferences in this regard.
- Express preferences
about objects or activities.
- Describe wishes and
needs, and request information through simple, everyday expressions.
- Describe the weather.
- Describe an object or
person using simple vocabulary.
- Express occupations.
The quality of education
mostly depends on the teaching-learning process, as well as, the relevance of
the study plans, the availability of teaching materials and the conditions of
the teaching environment. Therefore, it emphasizes the provision of educational
services that respond to the needs of the student and are relevant to their
future professional life. Aspects such as the student's personality (the
psychological), intellectual, self-learning, existential competence (knowing
how to be) and intercultural awareness, the environment in which it is found
(the geographical situation, the classroom) and others, are studied objectively
to determine to what degree they determine the student's motivation to study
English.
Regarding the
characteristics of the teacher, Chastain (1975) argues that, above all, the
student must appear as a source of stability and control, understood in terms
of the ability to provide a sense of direction to the learning task. On the
contrary, as Stevick (1976) also argues, the
student's basic need for security would be unsatisfied. In addition, the
teacher is also responsible for encouraging initiatives and individual
development, experimentation and the discovery of the most productive way of
learning for each of the students, according to their personality, cognitive
style, aspirations and interests. (Motivation in the Foreign
Language Classroom (Barrios, 1989).
Why the decision to
use games?
Didactic games can be
defined as a way of playing that is governed by certain rules or conventions,
they are designed to be enjoyed wherever they are played, however, in school
language these are not just fun or a break from the routine, but must also
contribute to the use of language by allowing students to use it in the
development of the activity, because games can be used to improve the student's
mastery of any element or elements of language, for example: sounds,
vocabulary, spelling, grammatical aspects or functions. These are adopted to
provide repetition of a particular element or element within a pleasant
context. They are effective because the students are so involved in the game
that they do not realize they are practicing elements of the language.
Of all the affective
variables, motivation stands out as the most important for our profession; However, it should not be considered as a monolithic
construct, but rather made up of several closely interrelated components. This
complex nature is referred to by Gardner and MacIntyre
(1993) when they define motivation as a set of factors that includes the desire
to achieve a goal, the effort directed toward that goal, and the reinforcement
associated with the act of learning. In the field of language teaching,
likewise, the idea that success is closely linked to the degree of motivation
of the student is commonplace. The selection and application of a set of
didactic games was carried out to achieve the motivation of the students and
thus manage to communicate effectively.
The communicative
approach
Some of the referents we
take into consideration in the design of the didactic games,
can be find following, the authors consider them of paramount importance, above
all due to the results obtained after the implementation. The activities
described are consequently framed for these referents and the didactic games as
well. According to Muñoz (2010), the main characteristics of the communicative
approach are:
- The goal to achieve is
communicative competence.
- Language is created
through a trial-and-error process.
- Emphasis is placed on
learning to use the language rather than learning about the language.
- Motivation for
learning is intrinsic.
- Lessons include a lot
of group and pair work.
- The curriculum is
planned around the communicative functions of the language. (Invitations,
apologies, permission).
- Language is more than
a system of rules; it is an active medium for creating meanings.
- Emphasis is on meaning
rather than form.
- Students actively
participate. The teacher is a facilitator. The class is centered on the
student.
- Real life situations
are introduced.
- Lessons include a lot
of interaction.
- Greater emphasis is
placed on fluency than in precision.
- Students are
responsible for their own learning. The teacher provides them with the tools
(learning strategies).
The authors of this work
also rely on the theory of Zone of Proximal Development, introduced by Vigotsky (1987), where he states that it is the distance
between the level of real development of the student (what they are capable of
doing on their own) and the level potential development (what you would be able
to do with the help of a more capable adult or partner). To enhance this area
through interaction between students, it is necessary to carefully plan these
interactions. Group work (cooperative learning), as done during a game, allows
for a positive relationship between students.
Ledin & Målgren
(2011) state that one of the ways teachers have to help their students to
acquire a new language is through play as a learning method and this can
consist of acting, playing and singing. Hence, the game facilitates learning.
Students acquire the knowledge of the second language by trusting their
knowledge in the mind many times without describing the structure or grammar.
This is a method that helps all students because it is fun and less formal. It
is essential that English teachers include different games in their classes
from preschool to university that, according to the age of their students and
the topics studied in class, facilitate their learning.
After putting the
didactic games into practice, there was a greater motivation towards learning
English, which was evidenced in the placement test carried out in 2018-2019
academic year. Ten games were used, which can be adapted in correspondence with
the content to be taught.
1. Interviews:
structured or open-ended
a) A structured type of
interview is more appropriate for lower-level students or to reinforce some new
vocabulary and / or grammatical structures at higher levels. For
example, exchanging real information such as name, age, job, family, interests,
etc.
b) Open-ended interview
Interviewers in the
activity would prepare their own questions.
-Interviewed students
should be ready to answer a wide variety of questions.
Performance Tasks
a) Dramas (dialogues
skits)
-Structured performances
(self-written to use certain structures, functions, or vocabulary)
b) Story
Telling-Presentations-narrations
-Timed picture
descriptions
-Circle conversation
(sentence building + discussion)
-Chain stories (story
building)
-The years in a person’s
life (narration game about self or another person)
-Picture sequencing
2. Spontaneous talks /
speeches
Use a box: In pairs,
students take turns about an assigned topic; at a signal from a teacher both
must reach into the box and take one of many pieces of paper where students and
/ or the teachers have written phrases, questions, and sentences. Each one has
to incorporate these into the conversation right away. (one-minute
speeches)
3. Prepared talks.
Students should be ready to talk about an important personality, description of
a city, comparison of two cities, description of a house.
4. Brainstorming. This
is usually done in pairs or small groups. (This game can be used to come up
with topics for a writing or reading assignment.
5. Observation
activities. Playing a video, the teacher can turn off the sound and make them
watch carefully for non-verbal signals. Using their imagination, they can
create a dialogue according to what they infer from the video.
Table
1
Activity 1
Name/type of activity:
Timed Picture Description |
||
Purpose: |
Practice in description
and naming, Interaction and cooperation |
|
Brief Description: |
In a small group,
students try to make as many sentences as they can about 2 different
pictures, during a limited time period. |
Groupings: - Small groups |
Materials required |
Two unrelated pictures:
one set for each small group |
Time required: 5-15 minutes |
Procedures |
One student in each team
is the monitor. The other students have two minutes to make as many sentences
as they can about the first picture. The monitor will count the number of
sentences the students produce. Change turns. The winner will be the team that
produces more sentences. |
|
Grammar Focus: |
There is/there are.
Present sentences |
Source: elaborated by the authors.
Table
2
Activity 2
Name/Type of activity:
Find Someone Who |
||
Purpose: |
Interactive speaking,
class rapport |
|
Brief Description: |
Each student gets a list
of actions titled “Find someone who” followed by a list of actions to ask
questions about. (e.g. “find someone who lives in a house/apartment) For each
question they must have a classmate who answers “yes”. |
Groupings: - Small groups - Whole class |
Materials required: |
Piece of paper, a pencil |
Time required: 10-15 minutes |
Procedure: |
-Students must stand up
and mingle in order to find someone who can say “yes” when asked. They must
have to write the name of the “yes” person. The students can only ask one
question at a time. |
|
Grammar Focus: |
Questions and answers.
Sentences |
Source: elaborated by the authors.
Table
3
Activity 3
Name of activity:
Information Gap Picture Description and Comparison |
||
Purpose: |
Describing, naming, problem
solving, comparing |
|
Brief Description: |
Each student has a
picture that is closely related to that of a partner. Through discussion,
without looking at each other’s card, they discover the differences between
the two cards. |
Groupings: - Pair |
Materials required: |
Closely-related pictures |
Time required: 5-10 minutes |
Procedures |
The students must
describe their picture to their partners in order to find the differences
between the two pictures. (could be two cities, two houses, two people) They
must not show the cards to their partners.
|
Source: elaborated by the authors.
Table 4
Activity
4
Game: Snakes and Ladders |
||
Objective: |
Practice in any of the grammatical structures,
communicative functions or any other structure. |
|
Description: |
It can be played in groups of 2, 3, 4 or even 6
students; the teacher decides what to practice according to the content
taught at the moment of playing. |
Groupings: Independent Pair Small group Whole class |
Materials: |
A chart (four charts better, to provide team work) a
dice, some groups of cards with commands, small pictures, to be described
etc. |
Time required: 10-20 min. |
Procedures: |
One student begins rolling the dice, he/she will pace
the number that is on the top of the dice, if it is a box in which there is
any of the symbols, he/she should take a card and do what it reads. The winner
is going to be the first that arrives to the last box. |
|
Grammar focus: |
Simple and compound tenses. |
|
Alternatives: |
The cards should be different depending on the kind of
student. |
Source: elaborated
by the authors.
Table 5
Activity
5
Game: Stepping stones |
||
Objective: |
Practicing sentences building. |
|
Description: |
The teacher will draw a river with
two edges, to cross the river there should be some stones (as much as you
can), in which the student will write (in each stone) a word until he
completes a whole sentence. |
Groupings: Independent Pair Small group |
Materials: |
The blackboard, some colored pieces
of chalks |
Time required: 10-20 min. |
Procedures: |
The group should be divided into
two teams, the teacher will be the controller, and he/she will draw the river
on the board and should ask: e.g.
Write a sentence describing this picture. It should have someone doing
a certain activity The teacher can make direct
commands, or use cards, as he/she desires. |
|
Grammar focus: |
Any of the tenses studied in the
classes, depending on the content taught. |
|
Alternatives: |
The cards should be different
depending on the kind of student. |
Source: elaborated by the authors.
Accordingly, the above activities can be
redesigned or adjusted in correspondence with the students’ characteristics and
class profiles, the diagnosis the teacher has, the learners’ needs and their
zone of proximal development. They are not a recipe to any extension.
Conclusions
All the games were
applied to 27 students of 3rd year mechanical engineering. The results in the
placement exams were higher than those of the previous year, it was also
possible to increase the motivation towards the subject on the part of the
students, it also increased the level of linguistic competence, encouraged
collective work, cooperation between them,
self-evaluation and co-evaluation.
The result of this work
shows the need to increase the tasks that promote motivation in students and
thereby develop communication skills, especially oral expression, which despite
having better results requires even greater attention. Furthermore, educational
games were shown to have a high impact on college students. Games have been
developed especially for children for many years, but it has been shown that
the strategy of applying games achieves an environment where the student not
only assimilates, practices and fixes knowledge, but also recreates, and
provides fun. The use of didactic games also enriches the teaching-learning
process. The CEFR offers the possibility in Cuba of being involved in the
processes that are carried out nowadays in the rest of the countries for the
development of English as a second language, and the use of didactic games
constitute a tool that will favor the fulfillment of the mentioned goals set
for this commitment.
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[1] Síntesis curricular: Licenciada en Inglés. Profesora
Asistente de la Universidad de Holguín, Holguín, Cuba. E-mail: alinarodriguezochoa622@gmail.com. ORCID: http://orcid.org/0000-0003-1108-8143
.
[2] Licenciada
en Inglés. Profesora Asistente de la Universidad de Holguín, Holguín, Cuba. E-mail: mvazquez@uho.edu.cu. ORCID: http://orcid.org/0000-0003-1594-4760.
[3] Licenciado en Inglés. Profesor Instructor de la Universidad de Holguín, Holguín, Cuba. ORCID: http://orcid.org/0000-0002-0807-6910