Using digital games to 
demand higher 
XXXIX Annual FAAPI Congress 
Santiago del Estero, Argentina, 18-0 September 2014 
Graham Stanley 
graham.Stanley@britishcouncil.org 
http://www.slideshare.net/bcgstanley/
Computer games and language aims 
http://www.digitalplay.info/blog/ 
http://www.deltapublishing.co.uk/titles/methodology/digital-play
Adrian Underhill & Jim Scrivener: http://demandhighelt.wordpress.com 
• Are our learners capable of more, much more? 
• How can I push my students to upgrade their language and improve 
their skills more than they believed possible?
Why computer games? 
There are 1 million gamers in UK 
Average young person in UK will spend 
10,000 hours gaming by the age of 21* 
*Jane McGonigal - Reality is broken
Computer games offer learning opportunities 
http://milesberry.net/?p=476#more-476 
Give examples of things you have learnt with 
technology that are not related to school work
Computer games offer learning opportunities 
http://milesberry.net/?p=476#more-476 
What is your favourite thing you do with 
technology at home
Computer games offer learning opportunities 
http://milesberry.net/?p=476#more-476 
What is your favourite thing you do with 
technology at school
Colossal Cave (1975) 
IF Only: Interactive Fiction and teaching English as a foreign language 
(TEFL/TESOL) Joe Pereira: http://www.theswanstation.com/wordpress/
Pong (1975)
Space Invaders (1978)
Underwurlde (1984)
Zero Wing (1989)
Sonic the Hedgehog (1993)
Star Fox (1993) 
http://en.wikipedia.org/wiki/Star_Fox_(video_game
Super Mario 64 (1996) 
http://en.wikipedia.org/wiki/Super_Mario_6 
4
Final Fantasy X (2001) 
http://en.wikipedia.org/wiki/Final_Fantasy_ 
X
Skyrim (2012) 
http://en.wikipedia.org/wiki/The_Elder_Scrolls_V:_Skyri 
m
Beyond Two Souls (2013)
No computers
One computer, no game 
Demanding more from speaking with Droppy 
http://pencilkids.com/droppygame.html
Now describe the five 
images to your partner 
as best you can
a) Can I have a volunteer to 
describe the first image? 
b) Does anyone have a 
better description?
Next stage 
Can you explain to your 
partner... 
What has happened?
One computer, one game 
http://playspent.org
http://www.digitalplay.info/blog/2011/04/15/another-interactive-text-adventure-spent/
Multiple computers, one game 
www.bubblebox.com/play/adventure/1747.htm
The aim of the game : The learners predict what to do with a list of pairs of game objects, check their 
answers by playing the game and then write down the answers using the passive voice. 
Prepare to play: Choose an adventure game and start playing it. As you play, make a note of what 
you do with the objects that appear in the game (or use the walkthrough to save time) and produce 
a list similar to the example below. Make a copy of this list for each learner. You will also need to 
use online dictionaries. 
Play: Hand out the list of objects and tell the learners they are to guess how they are used together 
in the game. Ask the learners to talk together in groups of three and to use the online dictionaries to 
find out the meaning of the words they do not understand. After fifteen minutes, stop them and ask 
them to tell you what they think the relationship is between each pair of objects in the game: e.g. I 
think you use the hairpin to open the shed, etc. They then play the game together. The game 
should be easier to play because they know which objects they need to use together, but if they get 
stuck, encourage them to read the walkthrough to find out what to do next. Finally, once they have 
played the game (or part of the game if it's long), ask them to look again at the pairs of words and to 
write about them. Encourage the use of the passive voice here: e.g. The hairpin is used to open the 
shed, etc. 
Play on: The learners can continue playing the game and finish off writing passive sentences about 
the objects. www.bubblebox.com/play/adventure/1747.htm
Finding and using a walkthrough 
http://jayisgames.com/archives/2010/04/hetherdale.php#walkthrough
Multiple computers, multiple games 
Escape the room games
Gap fill for vocabulary / grammar
Relay reading
Jigsaw reading
Information gap 
Samorost 2
Live listening 
The Viridian Room 
“Now when you lift the waste-paper basket, you 
should see a lighter underneath. Pick it up and then 
move to the kitchen and open the fridge again.”
Observe and write
Observe / vocabulary
Watch and say 
“What should we do? Stay in or go out?” 
“Shall we listen to some music?” 
“What do you want to do now?”
Listening/ questioning 
“So, the squirrel has stolen your crisps? 
What are you going to do now? 
Well, why don't you try looking at the 
Bookcase to see if there's something 
There to help you?”
Procedure and practicalities 
 learner grouping – pairs or groups 
 use hand-outs – clear instructions / task 
 teacher uses game guide (walkthrough) 
 encourage use of English during computer use 
 learners explore, examine and pick up objects 
 pause game and reflect on puzzles together 
 those who solve puzzle tell whole class 
 discuss where they been and what seen 
 authentic information gap activity
Using digital games to 
demand higher 
XXXIX Annual FAAPI Congress 
Santiagp del Estero, Argentina, 18-0 September 2014 
Graham Stanley 
graham.Stanley@britishcouncil.org 
http://www.slideshare.net/bcgstanley/

Using Digital Games to Demand High

  • 1.
    Using digital gamesto demand higher XXXIX Annual FAAPI Congress Santiago del Estero, Argentina, 18-0 September 2014 Graham Stanley graham.Stanley@britishcouncil.org http://www.slideshare.net/bcgstanley/
  • 2.
    Computer games andlanguage aims http://www.digitalplay.info/blog/ http://www.deltapublishing.co.uk/titles/methodology/digital-play
  • 3.
    Adrian Underhill &Jim Scrivener: http://demandhighelt.wordpress.com • Are our learners capable of more, much more? • How can I push my students to upgrade their language and improve their skills more than they believed possible?
  • 4.
    Why computer games? There are 1 million gamers in UK Average young person in UK will spend 10,000 hours gaming by the age of 21* *Jane McGonigal - Reality is broken
  • 5.
    Computer games offerlearning opportunities http://milesberry.net/?p=476#more-476 Give examples of things you have learnt with technology that are not related to school work
  • 6.
    Computer games offerlearning opportunities http://milesberry.net/?p=476#more-476 What is your favourite thing you do with technology at home
  • 7.
    Computer games offerlearning opportunities http://milesberry.net/?p=476#more-476 What is your favourite thing you do with technology at school
  • 8.
    Colossal Cave (1975) IF Only: Interactive Fiction and teaching English as a foreign language (TEFL/TESOL) Joe Pereira: http://www.theswanstation.com/wordpress/
  • 9.
  • 10.
  • 11.
  • 12.
  • 13.
  • 14.
    Star Fox (1993) http://en.wikipedia.org/wiki/Star_Fox_(video_game
  • 15.
    Super Mario 64(1996) http://en.wikipedia.org/wiki/Super_Mario_6 4
  • 16.
    Final Fantasy X(2001) http://en.wikipedia.org/wiki/Final_Fantasy_ X
  • 17.
  • 18.
  • 19.
  • 20.
    One computer, nogame Demanding more from speaking with Droppy http://pencilkids.com/droppygame.html
  • 26.
    Now describe thefive images to your partner as best you can
  • 27.
    a) Can Ihave a volunteer to describe the first image? b) Does anyone have a better description?
  • 28.
    Next stage Canyou explain to your partner... What has happened?
  • 34.
    One computer, onegame http://playspent.org
  • 35.
  • 36.
    Multiple computers, onegame www.bubblebox.com/play/adventure/1747.htm
  • 37.
    The aim ofthe game : The learners predict what to do with a list of pairs of game objects, check their answers by playing the game and then write down the answers using the passive voice. Prepare to play: Choose an adventure game and start playing it. As you play, make a note of what you do with the objects that appear in the game (or use the walkthrough to save time) and produce a list similar to the example below. Make a copy of this list for each learner. You will also need to use online dictionaries. Play: Hand out the list of objects and tell the learners they are to guess how they are used together in the game. Ask the learners to talk together in groups of three and to use the online dictionaries to find out the meaning of the words they do not understand. After fifteen minutes, stop them and ask them to tell you what they think the relationship is between each pair of objects in the game: e.g. I think you use the hairpin to open the shed, etc. They then play the game together. The game should be easier to play because they know which objects they need to use together, but if they get stuck, encourage them to read the walkthrough to find out what to do next. Finally, once they have played the game (or part of the game if it's long), ask them to look again at the pairs of words and to write about them. Encourage the use of the passive voice here: e.g. The hairpin is used to open the shed, etc. Play on: The learners can continue playing the game and finish off writing passive sentences about the objects. www.bubblebox.com/play/adventure/1747.htm
  • 39.
    Finding and usinga walkthrough http://jayisgames.com/archives/2010/04/hetherdale.php#walkthrough
  • 40.
    Multiple computers, multiplegames Escape the room games
  • 41.
    Gap fill forvocabulary / grammar
  • 42.
  • 43.
  • 44.
  • 45.
    Live listening TheViridian Room “Now when you lift the waste-paper basket, you should see a lighter underneath. Pick it up and then move to the kitchen and open the fridge again.”
  • 46.
  • 47.
  • 48.
    Watch and say “What should we do? Stay in or go out?” “Shall we listen to some music?” “What do you want to do now?”
  • 49.
    Listening/ questioning “So,the squirrel has stolen your crisps? What are you going to do now? Well, why don't you try looking at the Bookcase to see if there's something There to help you?”
  • 50.
    Procedure and practicalities  learner grouping – pairs or groups  use hand-outs – clear instructions / task  teacher uses game guide (walkthrough)  encourage use of English during computer use  learners explore, examine and pick up objects  pause game and reflect on puzzles together  those who solve puzzle tell whole class  discuss where they been and what seen  authentic information gap activity
  • 51.
    Using digital gamesto demand higher XXXIX Annual FAAPI Congress Santiagp del Estero, Argentina, 18-0 September 2014 Graham Stanley graham.Stanley@britishcouncil.org http://www.slideshare.net/bcgstanley/