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ERIC EJ1051534: Encouraging Teenagers to Improve Speaking Skills through Games in a Colombian Public School (Motivación de adolescentes para mejorar su expresión oral mediante el juego en un colegio público colombiano) PDF

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Encouraging Teenagers to Improve Speaking Skills through Games in a Colombian Public School* Motivación de adolescentes para mejorar su expresión oral mediante el juego en un colegio público colombiano William Urrutia León** Esperanza Vega Cely*** Federico García Lorca School, Colombia Our project was implemented with tenth grade students of a public school located in the Usme Zone in Bogotá. We decided to develop this action research project because we were concerned about our students’ difficulties when attempting to speak English. They felt inhibited with activities that involved oral interaction mainly because they were afraid of criticism and jokes about what they said. To develop our project we used video recordings, the teacher’s journal and questionnaires answered by the students. The results showed that students felt better, free and confident when they participated in oral tasks, particularly during games. We saw collaboration, solidarity and interaction among them. In addition, they were relaxed and happy at the time they had to perform in small groups. Key words: Oral communication, games, motivation, adolescents, teenagers El mejoramiento de las habilidades lingüísticas a través del juego se adelantó con estudiantes de grado décimo de un colegio público ubicado en la localidad de Usme, en Bogotá. Se decidió desarrollar este proyecto de investigación-acción porque las dificultades de los estudiantes para hablar en inglés eran preocupantes. Éstos se sentían inhibidos en las actividades que involucraran interacción oral, principalmente porque sentían temor ante las críticas y las bromas acerca de lo que dijeran. Para el desarrollo del proyecto se utilizaron videograbaciones, el diario de profesor y cuestionarios que respondieron los estudiantes. Los resultados mostraron que los estudiantes se sintieron mejor, libres y seguros cuando participaron en actividades orales, particularmente en juegos. Así, se observó colaboración, solidaridad e interacción entre ellos. Además, estuvieron motivados y contentos a la hora de actuar en grupos pequeños. Palabras clave: comunicación oral, juegos, motivación, adolescentes * This paper reports on a study conducted by the authors while participating in the PROFILE Teacher Development Programme, at Uni- versidad Nacional de Colombia, in 2006. The programme was sponsored by Secretaría de Educación de Bogotá, D. C. Code number: 30101007234. ** E-mail: [email protected] *** E-mail: [email protected] This article was received on July 17, 2009 and accepted on January 15, 2010. PROFILE Vol. 12, No. 1, 2010. ISSN 1657-0790. Bogotá, Colombia. Pages 11-31 11 Urrutia León & Vega Celis Introduction Nowadays the Federico García Lorca School is organized according to the educational laws, The students of English at the Federico Gar- and it has its own curriculum. Our curriculum cía Lorca School had the ability to communicate is everything that involves the teaching-learning their ideas in writing. Furthermore, they were able process in a school, including government poli- to understand commands and simple instructions cies, institutional guide-lines, the pedagogical through listening exercises. Additionally, they could principles it follows, institutional emphasis, study read and comprehend basic texts. However, we saw plans, resources, needs, the zone context, assess- that they had difficulties with their speaking pro- ment and evaluation. duction because they looked apathetic and inhib- Our curriculum consists of some fundamental ited in activities which involved oral skills. Many of components: needs analysis, the teaching learning them felt afraid of being criticized and humiliated program, objectives, implementation and inter- in front of their partners. As a result, they avoided pretation of programs, assessment and evaluation. being part of this kind of activities. For this reason, All of these are related to the pedagogical model we considered it necessary to implement an inno- that takes into account the students’ education as vative and action research project that fostered the its main goal (inside a socio-economic context development of the oral ability. where students’ needs, likes, differences and inter- ests are very important to the development of the Research Questions teaching-learning process. The School Institutional Project (PEI)1 is called Our main question was this one: How can “Values as the core of human growth”. Our mission games encourage teenagers to improve speaking is to help students to become committed to society, skills? To account for this query, we posed two to changing our reality through the use of science, sub-questions, namely: philosophy, technology and values in a responsible • What kinds of games can we use to improve way (PEI, Federico García Lorca, 2009). At the students’ speaking skills? same time, our school vision aims at improving • What happens to students’ oral production the students’ way of living in order to produce men when they are engaged in games? and women with the capacity to lead construction processes and transformation of the community. Context The PEI of Federico García Lorca has a studies plan in the process of improvement which takes In 2006 when we carried out the present study, into account the philosophy and principles of the our school community was made up of a principal, cultural-historic model. This studies plan has its 2,600 students and 86 teachers. The teaching staff areas of fundamental knowledge established by included 4 coordinators, one psychologist, one the Ministry of Education via Law 115 (Ministerio phonoaudiologist, and 13 teachers of the English de Educación Nacional [MEN], 1994), and area. The school was divided into three locations: others enacted during the last few years related one for pre-school, another for primary and the to programs and cross-curricular projects. The last for high school. 1 PEI = Proyecto Educativo Institucional (School Insti- tutional Project). 12 Universidad Nacional de Colombia, Facultad de Ciencias Humanas, Departamento de Lenguas Extranjeras Encouraging Teenagers to Improve Speaking Skills through Games in a Colombian Public School studies plan includes the workings of the different Participants areas (we work in humanities), which is divided into Spanish and English. This project was carried out at the Federico In regard to English, it is taught in our institution García Lorca School, in the afternoon shift, with as a foreign language. In first and second grades, group 1007. There were 20 girls and 20 boys from English is studied according to the communicative 14 to 18 years old in this group. They belonged approach method, emphasizing the acquisition of to the first and second socioeconomic level in new vocabulary related to the context in which Colombia. We faced many obstacles in developing students find themselves. In third, fourth and this project, such as the number of students in fifth grades we continue with the same method, the class, the arrangement of the classroom, the but with a special emphasis on the reading and number of hours available to teach the language writing processes related to short narrative texts (which could not all be devoted to oral work), (descriptions, simple sentences, etc.). and perhaps even the syllabus itself, which could In high school, English is studied based on the discourage us from giving adequate attention to four skills: reading, writing, listening and speaking. the spoken language. We see different levels of complexity with regard to Consequently, it was not easy to provide effective the syntactic and semantic components from sixth oral practice under these conditions, especially in to eleventh grade. We try to use English in the class the large classes. This was why it was important most of the time. In tenth and eleventh grades, to have a clear understanding of the wide range we try to teach students strategies to help them of strategies and games through which spoken get good results in the ICFES Exam (a university language can be practiced. They were, in a sense, entrance exam). an attempt to accommodate language learning to It’s important to say that in our institution we the unfavorable environment of the classroom. do not follow an English text, so our methodology Taking into account the aforementioned is based on games, workshops, songs, role play, reasons, our students had difficulties expressing grammar guides, etc. Fortunately, we have different their ideas orally. Another problem our students materials to develop our classes with such as had when trying to express their ideas orally was theatre, library, audiovisual rooms, support texts, when they did not know the meaning of each books, videos, cassettes, posters, flash cards, tape word. This created interferences among students recorders, etc. All these aids help us to better when trying to communicate effectively. develop the teaching-learning process. To solve some obstacles and develop the In addition, it is important to say that we evaluate students’ speaking skills it was important to the four skills daily via different kinds of activities generate opportunities for students to use the during the class. Unfortunately, English does not foreign language in a fun and comfortable way. occupy an important place in the community in which our school is located, so it is difficult to Methodology involve each one of the members in the pedagogical process. Besides, the hours allotted for the English This was an innovative and action research lessons are not sufficient for developing the best project because, as Markee (1997, p. 46) concluded, strategies to learn a foreign language. curricular innovation is “a managed process of PROFILE Vol. 12, No. 1, 2010. ISSN 1657-0790. Bogotá, Colombia. Pages 11-31 13 Urrutia León & Vega Celis development whose principal products are teaching invaluable tool in an action research project because (and/or) testing materials, methodological skills, that consists of a free selection in which we could and pedagogical values that are perceived as new examine not only the student’s linguistic patterns, by potential adopters”. From this point of view, the but the role of body language, facial expressions project we described here was an action research and many other things that are happening at the project because it consisted of the implementation same time while the action research activities are of activities focused on oral games for promoting taking place. the development of students’ speaking skills. We can also say that in our school this kind of project Teacher’s Journal had never been carried out, and in that way it was an innovation. About journals, Wallace (1998, p. 62) argues In addition, as this was the implementation that “they have been written to be read as public of games in order to explore the possibility of documents”. Journals must have a process of solving a problematic aspect, namely the low level composition and can be written during or after of students’ speaking participation, this project the teaching activity is over. The teacher’s journal was also research. Burns (1999) stated that action shows impressions, descriptions and processes in research is a process that implies the participation students’ work while the research activities are and collaboration of each one of the members of a being carried out. Thus, we used the teacher’s given community by showing evidences which may journals in order to register the details related to provide different changes in a specific situation. our research questions. Techniques for Questionnaires Collecting Data With regard to questionnaires, Cárdenas (2006) We used different techniques in order to stated that questionnaires and interviews can be develop our project. They were video recordings, used to elicit many different kinds of data. We used teacher’s journal, and questionnaires. We chose questionnaires and an interview to inquire into them to provide validity and reliability to our people’s knowledge, opinions, ideas and experi- action research. ences. For that reason, we thought a question- naire was a useful instrument for collecting data. Video Recording The teacher needs to pay attention to the way in which he/she writes the questions; they can not be We used video recordings because we wanted complex or ambiguous or they cannot ask about to analyze the features of students’ oral production more than one topic at a time; furthermore, ques- in games as well as to record students’ impressions, tionnaires can be closed or open according to the feelings, and attitudes towards the games applied needs of the project or the teacher’s purposes. during the lessons in which the data were collected. We used questionnaires because, thanks to Cunningham (1985), in Hubbard & Power them, we could learn in a written way how students (1999), states that “video is a natural choice for felt after the game applications, and in which games data collection”. We considered video recording an they felt more confident and free to speak with 14 Universidad Nacional de Colombia, Facultad de Ciencias Humanas, Departamento de Lenguas Extranjeras Encouraging Teenagers to Improve Speaking Skills through Games in a Colombian Public School fluency. Additionally, these three techniques helped naires at the end of the class (see Appendix 5)2. us to work under the triangulation principles for Then, we analyzed the data in order to assess the validating data. In connection to this, Burns (1999) progress of our students’ speaking skills and learn stated that when different research techniques about their impressions. are used in the same problematic situation and we obtain the same results, the investigation is Literature Review valid. We also followed Silverman (1993, cited in Burns, 1999) when he argued that triangulation For the development of our project, we studied helps us to see if different research techniques in some important aspects about the speaking skills, collecting data produce similar results with regard games and motivation. In order to do it, we ex- to the same investigation question. In the process plored different theories, explained below, that are of collecting the data, Elliot & Edelman (in Burns, related to these topics. 1999) asserted that triangulation is a research method that involves three participants with their Speaking Skills different points of view: the teacher, the students, and a participant observer. We considered that Every language has two kinds of skills. The triangulation was to help us gather and analyze first one is the receptive skill which involves two data in a less subjective way. aspects: understanding and reading; and the se- cond one is the productive skill, which involves Stages to Develop writing and speaking. the Project Bygate (1987) stated that “speaking is a skill which deserves attention as much as the literary skills in First, we asked for permission of our students’ both native and foreign languages”. When students parents with a consent form; in this way, we knew speak in a confident and comfortable way, they can which students we could observe and from then interact better in real daily situations. Because of on, the evidences from these students could be this, the purpose of this project was to encourage collected and analyzed. Second, we diagnosed our the development of fluency in spoken English. It’s students’ attitudes and impressions in terms of even for students with elementary English language speaking through a questionnaire (see Appendix abilities. For us, developing fluency implies taking 1). After that, we applied a questionnaire in which risks by using language in a relaxed, friendly we asked students about the activities they pre- atmosphere –an atmosphere of trust and support. ferred to carry out in the English class (see Appen- Speaking fluently, of course, involves speaking easily dix 2). Next, we selected and organized the games and appropriately with others. according to the students’ level and their interest, To develop this project, it was not necessary taking into account a coherent sequence of topics to concentrate on particular aspects such as the and structures from simple forms to complex ones. differences between key sounds with basic stress Afterwards, we applied the games and at the same forms and intonation patterns or to master time kept a teaching journal (see Appendix 3). We 2 In the questionnaires, data were gathered in Spanish to en- also video recorded our students during speaking sure students’ understanding. The instruments and the information activities (see Appendix 4), and applied question- collected through them were translated by the authors for the pur- pose of this publication. PROFILE Vol. 12, No. 1, 2010. ISSN 1657-0790. Bogotá, Colombia. Pages 11-31 15 Urrutia León & Vega Celis grammatical items. The main idea was to focus We think that motivation plays an important on those general oral items to communicate in a role when we apply a game, not only to get foreign language. Therefore, the idea was to invite students’ concentration but also to produce better our students to talk to each other by using games learning conditions. During the game atmosphere as the main strategy. Being in a classroom learning the teacher has to influence the whole class in an a language is essentially a social experience and active and positive way. should be memorable. In part, this is because of As we know, teenagers are apathetic and the relationship forged during a time of being and difficult to be motivated. For this reason, this learning together. In fluency work, our aim was to project intended to find a way in which students make learners less conscious of their vulnerability could find it easy and fun to speak English. The use in the target language by challenging them to of games is the strategy we chose to develop the become interested in participating. students’ speaking skills. Along with this, Byrne (1984, p. 9) stated that Before talking about the role of games to im- “The main goal in teaching the productive skill of prove the student’s speaking skills, we introduced speaking will be oral fluency: the ability to express some definitions of game. A game is an activity oneself intelligibly, reasonably, accurately and with- of sport involving skill, knowledge or chance in out undue hesitation (otherwise communication which a person follows fixed rules and tries to may break down because the listener loses interest win against an opponent. According to Collins or gets impatient). To attain this goal, the students COBUILD English language Dictionary (1987), had to move from the stage where they merely imi- it is a contest played according to rules and the tate a model or respond to cues to the point where winner is recognized by skill, strength or luck. It they could use the language to express their own is an activity engaged in for amusement. It can also ideas”. Taking into account Byrne’s concept, we be defined as the manner of playing in a contest, a used fun and interesting games in our project in situation that involves rivalry or struggle. In addi- order to motivate and help students move from the tion, a game can be defined as an enjoyable activ- imitation stage to the production stage. ity with a set of rules or terms against each other (Webster’s New Dictionary, 1994). Games and Motivation Certainly, games can be related to language learning. Language games can add fun and variety Keeping in mind that our 10th grade students to conversation sessions if the participants are felt afraid of speaking during the classes, we fond of games. In addition, games are especially considered games as the best motivation to help refreshing after grammar activities. Also a game them speak in an appropriate atmosphere. The is a wonderful activity to break the routine of games also provided them with opportunities for classroom drills by providing relaxation while free expression. According to the idea mentioned remaining within the framework of language above, Mora & Lopera (2001) stated that “games learning. A game can in fact be stimulating and and fun activities have always been one of every- entertaining. body’s favorite things to do in a class, both for In the same way, according to this, Byrne teachers and students”. (1984, p. 99) stated “the maximum benefit can be 16 Universidad Nacional de Colombia, Facultad de Ciencias Humanas, Departamento de Lenguas Extranjeras Encouraging Teenagers to Improve Speaking Skills through Games in a Colombian Public School obtained from language games if they form an telepathy, visual perception, characters, imagi- integral part of a program, at both the practice nation and memory. They also encourage the and production stages of learning. Used in this students’ concentration and language use. way, they provide new and interesting contexts for • Magic Tricks: Language can sometimes be practicing language already learnt –and often for exemplified in a concise and memorable way acquiring new language in the process”. through a magic trick. These tricks always at- One of the purposes is to introduce an element tract attention and invite comments. of competition in the English class. But we agree • Sound Games: Sound effects can create in the with Byrne (1984, p. 99) when he stated, “We do listeners an impression of people, places and not wish the students to become excessively com- actions. There is a demand for the listeners to petitive, but we want to recognize that the competi- contribute through imagination. This inevita- tion provides a valuable force to a purposeful use bly leads to individual interpretations and in- of language”. This is because we are looking for stu- teractions as well as the need to exchange points dents to develop their speaking skills by avoiding a of view and to express ideas and opinions. frustrating situation in the classroom. • Card and Board Games: These games can be Some procedures mentioned by Byrne, which adaptations of several well-known card games can be taken into account for playing games are and board games like snakes and ladders. the following: • Word Games: These games are used for spelling, First, choose games on the basis of their suitability in terms of meanings, using words for making sentences, the language the students practice. Second, prepare the games words in contexts and word for categorizing ac- carefully beforehand. Third, explain to the students the purpose cording to grammatical use. Students, in many of and rules for the games. Fourth, give students one or more cases, have to communicate in full sentences, opportunities to practice before the games are played. Fifth, give new ideas and argue at the same length. involve as many students as possible, dividing the class into • True-false Games: In these games someone teams. Sixth, if games are played in teams, points should be makes a statement which is either true or false. awarded for each correct answer and the scores written up on The game is to decide which it is. the board. (1984, p. 100) • Memory Games: These games measure the players’ ability to remember different events For the development of our project, we chose which, in turn, leads to discussion, in which the following classification of games provided by opinions and information are exchanged. Wright, Betteridge & Buckby (1984): • Caring and Sharing Games: These games pre- • Picture Games: Most of these games involve the tend to encourage students to trust and get in- learners in the relative free use of all language terested in others. They have the participants at their command. They involve comparing share personal feelings and experiences with and contrasting pictures, considering differ- other class member. ences or similarities and possible relations be- • Guessing and Speculating Games: In these games tween pictures. someone knows something and the others must • Psychology Games: These games let us work find out what it is. There are many games and with the human mind and sense. They involve variations based on this simple idea. PROFILE Vol. 12, No. 1, 2010. ISSN 1657-0790. Bogotá, Colombia. Pages 11-31 17 Urrutia León & Vega Celis • Story Games: These games provide a frame- Mora & Lopera (2001), in their project called work for learners to speak as well as write sto- “Games in the classroom: more than just having ries and share them with classmates. fun”, stress that game and fun activities have always been one of everybody’s favorite things to do in For our project we chose three kinds of games: class, both for teachers and students since games caring and sharing, guessing –speculating, and story can contribute to the development of a series of games because we think these games are useful in skills and competencies. They think that games in order to encourage the students’ participation, and a classroom are useful and even necessary. Games develop the students’ speaking skills taking into promote socialization, group work, and the creation account the games’ characteristics and our pupils’ of values; it implies mutual respect and cooperation. behavior when engaged in games. In fact, what we intended to do in our project was There are certain studies conducted in various to use games as the best way to motivate students’ classrooms that can help us better explain our speaking production by following a systematic interest in games. In her study about interacting process in which we could observe the learners oral in English through games, Ariza (2001) conducted progress during the project application. a project with second grade students in order to encourage oral participation in English through Pedagogical Design the use of games. This project intended to help shy and slow students improve their oral production. Our project was focused on encouraging teen- Through the implementation of this project she agers to improve speaking skills through games by could conclude that role plays and dramatizations taking into account that our students didn’t speak are good activities for developing speaking in a fun fluently or freely because they felt afraid of their and interesting way because these help students to partners’ jokes. Besides, many of them were very use the language in communicative situations that shy and nervous about expressing themselves in are related to their lives. front of the class. To avoid students’ difficulties In her study, “Growing self-esteem and discov- related to the speaking skills, we chose some kinds ering intelligences though oral production,” Ochoa of games; they are story games, caring- sharing and (2002) noticed that there was a big lack of security guessing and speculation games. and self-confidence in her students. They expressed We implemented our project with three les- via different data-gathering instruments their fear sons. The first one was based on a story game, the when speaking in front of the class. At the end of second one on a caring and sharing game, and the the project, Ochoa concluded that self-confidence last one on a guessing and speculative game. For is a factor that really influences the way students the development of each game we designed a les- learn and perform their activities inside the class- son plan (see Appendix 6). It followed the scheme room. The experiences students live inside the of a topic, strategy (name of game) objective, re- schools have to be meaningful for their lives. The sources, warming up and activities (procedures to creation of a good atmosphere inside the classroom develop the game). is important for getting participants to develop a The class was divided into three important communicative competence. moments. First, the warm-up in which the teachers 18 Universidad Nacional de Colombia, Facultad de Ciencias Humanas, Departamento de Lenguas Extranjeras Encouraging Teenagers to Improve Speaking Skills through Games in a Colombian Public School broke the ice with a fun activity by presenting the To speak and read; speaking because it produces shyness and general topic to the class. Second, the instructions reading because I am not attentive in class. (Student 28) and rules of the game were given to students and the game was carried out (during this part Table 1. Students’ responses to the question “Which language skills do you consider students had the chance to speak even more). difficult to put into practice?” Third, students filled out a questionnaire in which they registered some impressions about the game Skill Students Percentage played during the English class. Listening 1 3% Speaking 27 82% Data Analysis and Results Reading 0 0% Writing 3 9% As was described in the “Techniques for Co- No answer 2 6% llecting Data” section, three techniques were applied in order to get information for solving the research questions. These were questionnaires, The second question of the diagnostic question- teacher’s journals and video recording. We decided naire gave us information about how often students to use three kinds of games to develop our project. used English in oral communication during the These were comparison games, story games and class. This can be seen in Table 2. guessing and speculative games. During the implementation of the project, Table 2. Students’ responses to the question “How often do you speak English during the class?” William was in charge of developing the activities with students while Esperanza was taking notes Item Students Percentage for the teacher’s journal. At the same time, another Always 2 6% teacher (Maria Luz Capador) was video recording Almost always 1 3% the class. Sometimes 25 76% Taking into account students’ opinions about Never 5 15% difficulties with regard to the English language skills (see Appendix 1), we asked them which English language skills they considered difficult to From the results shown in Table 2 we could put into practice and why. The results are shown infer that the majority of our students just some- in Table 1. times spoke English, and an important number of As the results show, the majority of the students students never participated or spoke English during considered that speaking is the most difficult skill the class. to develop. In connection with this, we found some With question 3 we wanted to know what interesting impressions such as the following: factors interfere in the students’ speaking skill To talk, because English is spoken in one way and written in when the class was taking place. The results are another way. (Student 1) presented in Table 3. Of course to speak, because one usually memorizes the things as they are written, I mean as it is in Spanish. (Student 2) PROFILE Vol. 12, No. 1, 2010. ISSN 1657-0790. Bogotá, Colombia. Pages 11-31 19 Urrutia León & Vega Celis Table 3. Students’ responses to the question “What Yes, because we integrate each other by thinking in the game, we factors interfered in your speaking skill or made it forget the shyness and we pay more attention in class. (Student 30) difficult to speak during the English class?” Item Students Percentage After the first game was over, we gathered Fear of humiliation 5 15% some opinions by using the questionnaire shown Lack of vocabulary 16 48% in Appendix 5 about how they felt during the class. Shyness 9 27% The following testimonies evidence the positive Put it in practice 1 3% effect games had on students: Didn’t answer 2 6% Funny because is another way to have a class and to learn more. (Student 1) Excellent! I liked too much the activity, we smiled too much, According to the table above, we could see that I mean we enjoyed the class a hundred percent .We learnt to there were three important causes which interfered complete a story and we did it in spite of we didn’t know the or disturbed the students’ oral participation. These whole text. (Student 2) were the lack of vocabulary, shyness, and fear of Good, because we weren’t in a stressful environment. (Student 16) being humiliated. Fine. I enjoyed the class, I participated, I was close with my It should be noted that in the diagnostic ques- partners, and I learnt. (Student 19) tionnaire, when we asked students about favorite Good, because I could say words in English and because I felt strategies to employ for developing the English class, more confident to speak. (Student 26) 58% of the students expressed that they preferred games and highlighted advantages of playing them. After examining the information gathered This is evidenced in the following testimonies: through the three different techniques —question- To express, to avoid the shyness and to use the vocabulary. naires, video recording and teacher’s journal—, (Student 17) we found one category and two subcategories as We would like to learn English but not in a boring way. We felt shown in Figure 1. confident to express better the English language and if we make mistakes it doesn’t matter, we lose shyness. (Student 15) To develop the language more in students and their capacity of Encouraging teenagers to improve surpass the shyness. (Student 21) speaking skills through games Ok. I consider that I lost the shyness, it helps us to feel more confident to develop our speaking and our English in general. Games from different perspectives (Student 29) In addition, when we asked them about the Students’ perspectives Teachers’ perspectives importance of games during the English class, 1. Cooperation and 1. Motivation some of them said the following: involvement 2. Improvement in 2. Self confidence speaking participation The games would help us to express ourselves and of course to 3. Teachers’ classroom 3. Free and confident management students’ performance understand much more. (Student 19) Yes, because with games is funnier and when we play we learn to speak by learning vocabulary. (Student 27) Figure 1. Categories drawn from data analysis 20 Universidad Nacional de Colombia, Facultad de Ciencias Humanas, Departamento de Lenguas Extranjeras

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