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isolated into small bits of the language systems and skills. There must be
a need for passive attention to game elements and its methodological
possibilities and active attention to language components. There are fine
indicators of contemporary teaching that state the value of games as a
useful tool to help the learners better retain lexical items. A PHD thesis on
The Effects of Cooperative versus Competitive Word Games on EFL
Learners Vocabulary Gain, Motivation, and Class Atmosphere reinforces
the idea of gaming, delineating a superlative function of fun
learning.There is no concrete, fixed argument that implies a does-it-all
change and focus but, compared with Nick C. Ellis idea, the more salient a
cue becomes in relation to another, both being presented at the same
time, the less salient the other one turns out to be in the end, i.e. the
language systems and skills.
So to conclude, it can well be said that games need a calculated
restraint and for this the class manager has to carefully join the fun and
real work together in a coherent and cohesive block of learning so as to
prevent the inevitable downfalls.
References:
Ellis, N.C. (2006) Selective Attention and Transfer Phenomena in L2
Acquisition: Contingency, Cue Competition, Salience, Interference,
Overshadowing, Blocking, and Perceptual Learning, Oxford University
Press
Fotovatnia, Z. (2013) The effects of Cooperative versus Competitive
Word Games on EFL Learners Vocabulary Gain, Motivation, and Class
Atmosphere, Mediterranean Journal of Social Sciences, Vol.4 (1) January
Scrivener, J. & Underhill A. (2013) Demand High teaching. Article
from The Teacher Trainer Journal about Demand High Available at:
http//demandhighelt.wordpress.com/discussions/
Thornbury,
S.
(2010)
An
at:http://scottthornbury.wordpress.com
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