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Teaching Speaking
Michael M. Magbanua
by
Contents
1. Abstract
2. Theoretical Basis
3. Relevance
4. Strengths and Weaknesses
5. Materials
6. The Administration
7. Actual classroom activity: videos
8. Teacher’s reflection
9. Participant’s feedback
10. Possible modifications/variations
ABSTRACT
Playing board games can be very fun for all ages.
While it is an engaging activity, language teachers
can benefit to its dual purpose– enjoying while
learning. Not a few empirical studies have
supported teachers and researchers’ claim on the
relevance and effectiveness of using board games
based on general and specific language learning
objectives they have set for their students.
Theoretical Basis
The gamification theory in education is
that learners learn best when they are also having
fun. Gamification in learning involves using game-
based elements such as point-scoring, peer
competition, teamwork, score tables to drive
engagement, help students assimilate new
information and test their knowledge.
Significance to ESL Teaching
1. It teaches students socio-emotional skills.
2. Allow players to practice learning to compete while not
giving up, and the art of winning gracefully.
3. Develops character traits such as perseverance, patience,
responsibility, fairness, and self-discipline are all an
inherent part of playing games.
4. Promotes collaboration, inquiry, and critical thinking.
5. It supports the curriculum that allows opportunities to
experience play, while at the same time promoting student’s
achievement.
Strengths
1. It teaches students socio-emotional skills.
2. Allow players to practice learning to compete while not giving up, and the
art of winning gracefully.
3. Develops character traits such as perseverance, patience, responsibility,
fairness, and self-discipline are all an inherent part of playing games.
4. Promotes collaboration, inquiry, and critical thinking.
5. It supports the curriculum that allows opportunities to experience play,
while at the same time promoting student’s achievement.
Risks and Limitations
Depending on your personal teaching approaches or a student's individual
learning style, there can be drawbacks to game-based learning:
• Too much screen time.
• Preparation is not always easy.
• Games can be a source of distraction.
• It requires a familiarization of the technology.
• Doesn't replace traditional learning strategies.
Learner’s focus may shift to winning rather than learning, especially if the
rewards assume more significance. It may shift students' focus away from
collaboration. It may diminish the importance of cooperation and sharing of
ideas.
Teacher’s Considerations
1. Budget --paid versions or a teacher-made board game?
2. Availability of resources/materials
3. Preparation challenge – doing it online-based or
offline versions; depends on complexity of the design
4. Time management -- time to teach the rules and
playing the game.
5. Content-task matching -- designing to match all the
subject matter with the engaging board game tasks.
6. Student’s attitude towards the materials -- disrespectful
“Don’t Get Board”
General Objectives
1. Boost student’s confidence and
level of speaking proficiency.
2. Gain mastery of the target
language structure and function.
Materials Needed
• Board games
• Player’s markers
• Dice
• Task cards
• Timer
GO TO
GO TO
GO TO
GO TO
The Board Game
Player’s markers and
Numbers
The Task Cards
The video
How to facilitate “Don’t Get Board”?
1. Students play individually in a 3-membered group.
2. Explain to SS that the manner of playing this board game is similar to
the conventional race board game they play at home– e.g. snakes and
ladders, only with a language twist.
3. Ask the first player to select his number from a box.
4. The player has to advance his marker to the image accordingly. The
arrows will guide him of the direction– L, R, and up.
5. Then, ask the player to draw his speaking task in relation to the image
where he landed.
6. Give her 10 seconds to prepare then let her do the given task. Allow her
to speak in not more than 30 seconds.
7. Should she has executed the task correctly, the second player continues
the game following the same routine.
8. Whoever finishes the game first wins.
9. Finally, reward the champion.
Teacher’s Reflections
1. Preparation of materials takes time.
2. Materials can be recycled (if not damaged).
3. Task cards can be modified.
4. Very satisfactory level of students’ engagement.
5. Fairly manageable and productive noise.
6. Teams are in collaboration to win.
7. Individual speakers are competitive.
8. Negotiation of meaning and accuracy was
evident.
Possible Variations
1. Vary the board game design.
2. Teacher may facilitate a small group
competition.
3. Change the target language components.
4. Modify themes.
5. Alter the level of difficulty of speaking tasks.
6. May use an interactive board game app.
7. Other creative suggestions?
References
Sitti Marwah Rijal 2018. The Use of Boarding Games to Improve the Student’s
Speaking Ability at the Tenth Grade of Sman 5 Barru (A Pre-experimental
Research). Indonesia. Muhammadiyah University of Makassar.
Kipple, Friederike. 1984. Keep Talking, Communicative Fluency Activities
Language Learning. Cambridge: Cambridge University Press.
Lee, H. 2012. Using Board Game in The English Classroom for
Education and Assessment. Malaysian Journal of ELT Research.
Nicholson, Scott. 2010. Everyone Plays at The Library. New Jersey:
Information Today
Dont get board slides.pptx

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Dont get board slides.pptx

  • 2.
  • 3.
  • 4. Contents 1. Abstract 2. Theoretical Basis 3. Relevance 4. Strengths and Weaknesses 5. Materials 6. The Administration 7. Actual classroom activity: videos 8. Teacher’s reflection 9. Participant’s feedback 10. Possible modifications/variations
  • 5. ABSTRACT Playing board games can be very fun for all ages. While it is an engaging activity, language teachers can benefit to its dual purpose– enjoying while learning. Not a few empirical studies have supported teachers and researchers’ claim on the relevance and effectiveness of using board games based on general and specific language learning objectives they have set for their students.
  • 6. Theoretical Basis The gamification theory in education is that learners learn best when they are also having fun. Gamification in learning involves using game- based elements such as point-scoring, peer competition, teamwork, score tables to drive engagement, help students assimilate new information and test their knowledge.
  • 7. Significance to ESL Teaching 1. It teaches students socio-emotional skills. 2. Allow players to practice learning to compete while not giving up, and the art of winning gracefully. 3. Develops character traits such as perseverance, patience, responsibility, fairness, and self-discipline are all an inherent part of playing games. 4. Promotes collaboration, inquiry, and critical thinking. 5. It supports the curriculum that allows opportunities to experience play, while at the same time promoting student’s achievement.
  • 8. Strengths 1. It teaches students socio-emotional skills. 2. Allow players to practice learning to compete while not giving up, and the art of winning gracefully. 3. Develops character traits such as perseverance, patience, responsibility, fairness, and self-discipline are all an inherent part of playing games. 4. Promotes collaboration, inquiry, and critical thinking. 5. It supports the curriculum that allows opportunities to experience play, while at the same time promoting student’s achievement.
  • 9. Risks and Limitations Depending on your personal teaching approaches or a student's individual learning style, there can be drawbacks to game-based learning: • Too much screen time. • Preparation is not always easy. • Games can be a source of distraction. • It requires a familiarization of the technology. • Doesn't replace traditional learning strategies. Learner’s focus may shift to winning rather than learning, especially if the rewards assume more significance. It may shift students' focus away from collaboration. It may diminish the importance of cooperation and sharing of ideas.
  • 10. Teacher’s Considerations 1. Budget --paid versions or a teacher-made board game? 2. Availability of resources/materials 3. Preparation challenge – doing it online-based or offline versions; depends on complexity of the design 4. Time management -- time to teach the rules and playing the game. 5. Content-task matching -- designing to match all the subject matter with the engaging board game tasks. 6. Student’s attitude towards the materials -- disrespectful
  • 11. “Don’t Get Board” General Objectives 1. Boost student’s confidence and level of speaking proficiency. 2. Gain mastery of the target language structure and function.
  • 12. Materials Needed • Board games • Player’s markers • Dice • Task cards • Timer
  • 13. GO TO GO TO GO TO GO TO
  • 17.
  • 19. How to facilitate “Don’t Get Board”? 1. Students play individually in a 3-membered group. 2. Explain to SS that the manner of playing this board game is similar to the conventional race board game they play at home– e.g. snakes and ladders, only with a language twist. 3. Ask the first player to select his number from a box. 4. The player has to advance his marker to the image accordingly. The arrows will guide him of the direction– L, R, and up. 5. Then, ask the player to draw his speaking task in relation to the image where he landed. 6. Give her 10 seconds to prepare then let her do the given task. Allow her to speak in not more than 30 seconds. 7. Should she has executed the task correctly, the second player continues the game following the same routine. 8. Whoever finishes the game first wins. 9. Finally, reward the champion.
  • 20. Teacher’s Reflections 1. Preparation of materials takes time. 2. Materials can be recycled (if not damaged). 3. Task cards can be modified. 4. Very satisfactory level of students’ engagement. 5. Fairly manageable and productive noise. 6. Teams are in collaboration to win. 7. Individual speakers are competitive. 8. Negotiation of meaning and accuracy was evident.
  • 21. Possible Variations 1. Vary the board game design. 2. Teacher may facilitate a small group competition. 3. Change the target language components. 4. Modify themes. 5. Alter the level of difficulty of speaking tasks. 6. May use an interactive board game app. 7. Other creative suggestions?
  • 22. References Sitti Marwah Rijal 2018. The Use of Boarding Games to Improve the Student’s Speaking Ability at the Tenth Grade of Sman 5 Barru (A Pre-experimental Research). Indonesia. Muhammadiyah University of Makassar. Kipple, Friederike. 1984. Keep Talking, Communicative Fluency Activities Language Learning. Cambridge: Cambridge University Press. Lee, H. 2012. Using Board Game in The English Classroom for Education and Assessment. Malaysian Journal of ELT Research. Nicholson, Scott. 2010. Everyone Plays at The Library. New Jersey: Information Today