Tag Archives: language learning

Games for Language Learning

In a language learning classroom, a game “could be any activity that formalizes a technique into units that can be scored in some way” (Brown, 2001, p. 183). Additionally, a language learning game is an activity “which is entertaining and engaging”, which should be challenging in some way, and which often includes interaction and collaboration (Wright et al., 2006, p. 1). Games may or may not include competition – some students are motivated by competition and others are not. Overall, games should inspire students to participate, try their best, and practice the target language.

For more information about group work in general, visit this blog post!

Why incorporate Games?

Games can be a great way to get students communicating and increase engagement! Providing a variety of activities can help to engage diverse students (different learners enjoy different activities and learning styles). Furthermore, repetition is a key element of language learning and games can provide opportunities for repetition while keeping the material fresh. Wright et al. (2006, p.2) describe a few of the benefits of including games in language learning:

  • Games help and encourage many learners to sustain their interest and work
  • Games provide one way of helping the learners to experience language rather than merely study it
  • Many games… provide repeated occurrence and use of a particular language form
  • Games involve the emotions, and the meaning of language is thus more vividly experienced
  • Games provide the key features of a ‘drill’ with the added opportunity to sense the working of language as living communication

The Teacher’s Role

Games require that teachers become facilitators (or sometimes participants). Try not to correct grammar or mistakes unless it’s absolutely necessary – games can encourage participation and we want to make that participation positive and rewarding. Don’t forget, “errors are a ‘necessary’ manifestation of interlanguage development, and we do well not to become obsessed with their constant correction” (Brown, 2001, p. 181). Teachers can be engaged in formative assessment during games and note what may need to be reviewed or targeted later with students.

Wright et al. (2006, p. 4) suggest the following steps to introduce a new game:

  1. Explanation by the teacher to the class
  2. Demonstration of parts of the game by the teacher and one or two learners
  3. Trial by a group in front of the class
  4. Any key language and/or instructions written upon the board
  5. First ‘try out’ of the game, by groups
  6. Key language, etc., removed from the board
  7. The game continues

Icebreakers

Learning a new language can be intimidating for many students: it requires that they are open to communicate with others and take risks. Developing a sense of classroom community and shared experience can help to make students feel more comfortable and willing participate despite the potential mistakes, which could result in feelings of embarrassment and vulnerability. Teachers need to consider how they are building and developing relationships in the classroom and can check in with students by taking a class temperature.

Icebreaker games are a great way to get students “to feel comfortable with each other, confident in themselves and focused on the language lesson” (Wright et al., 2006, p. 11). Games can also help students get warmed up and ready to learn by activating prior knowledge (an activating strategy).

Here are some examples of Icebreaker games:

  • People Bingo – the teacher makes a bingo grid with questions to help students get to know each other. Students circulate asking questions to their classmates, trying to fill in their bingo cards.
  • What Makes You Unique – each student’s uniqueness benefits the class. Students (and the teacher) all come up with something they think makes them unique. As each person says their point, anyone who can say ‘me too’ raises their hand and says it. Then that person needs to think of a new unique point until every person has been able to share something where no one else can say ‘me too’ (if a student is struggling to think of something, you can return to them at the end to give them more time – I like to use a class list or seating plan and check off names as I go).
  • Two Truths & A Lie – each person secretly writes two truths about themselves and makes up one lie. Students need to circulate and see if they can guess the lie (this can be done as a class too). Note that some guidelines and trust may be needed for this game so that the truths and lies are school-appropriate.
  • Would You Rather? – teacher says or shows an image of two things and asks students which they would rather (ie. Would you rather ketchup or mustard?). Students can move to one side of the class or the other to show their picks or raise their hands. You can extend this activity be asking a few students ‘why?’ each round.
  • Temperature line or Four Corners – Similar to would you rather, the teacher (or a designated student) can pose a question and students respond by moving to one of four corners or by organizing themselves along a line based on the ‘degree’ of their response)

Examples of Games

Here are a few game ideas to get you started. Check out Wright et al.’s (2006) book, Games for Language Learning, for many more examples and suggestions.

Board Games Adapted for the Classroom

  • Scattegories – Divide the class into teams. The teacher prepares a list of 8-10 topics (ex. a verb, an animal, a food, a colour, a movie character, etc.), then randomly picks a letter of the alphabet. The teacher will set a timer and each group will work on generating word for each topic that starts with the selected letter. When the timer goes off, one at a time, groups will share what they wrote for each topic – they get a point if they wrote a word, starting with the correct letter, that no other group wrote (if another group wrote the same word, neither team gets the point). Subsequent rounds can be played with a new random letter.
  • Pictionary – In groups of four (two against two), students can use a vocabulary list and take turns selecting and drawing a word for their partner to guess. This can also be fun as a whole class game (with two teams), having students draw on a white board, projector, or document camera.
  • Concentration – teachers or students can build this game. Teachers should create a grid (so that all pieces are equal size and shape). Teachers or students create matching pieces (one piece with a word in the target language and one image/drawing). When all the pieces are complete, students flip over the pieces and mix them up. Then, students take turns selecting two pieces to turn over, if they have a match, they get to keep those two pieces. The students with the most pairs at the end wins. Card Sorts can be done digitally as well. See the ‘Whose Names are These’ blog post in the Scarfe Sandbox for an example.
  • Headbands – this game has students asking questions to guess which object or character they’ve been given. The teacher writes names or objects on small pieces of paper and while students are working at their desks on another task, the teacher can circulate and tape the papers to the backs of their students (make sure to tell students not to discuss them!) – in the boardgame version, players wear headbands for display. Students will stand up and circulate to ask yes/no questions to their classmates in order to guess who they are. For an added level of complexity, the people/objects can be designed as pairs that students then need to figure out and stand beside before the game is complete.
  • Bingo – teachers can create a blank bingo sheet (5×5 grid). Students can write or draw vocabulary words (creating the bingo sheet themselves also serves as a form of review!). The teacher calls out the words in the target language and students can use small pieces of paper as markers until a student gets 5 in a row (vertically, horizontally, or diagonally) and calls out “Bingo!”. I like to continue for a few rounds allowing more people to get a bingo before starting again. Students can easily keep these bingo sheets as a quick review later before a test or anytime throughout the year.
  • Jenga Builder – students create a design without showing their partner using Lego or coloured pieces of paper in different shapes/sizes (students should have two matching sets of whatever material they are using). Students will hide their design and verbally communicate to their partner(s) how to build the same design. This is an example of an unplugged coding activity where students practice procedural and directional language to develop their computational thinking skills (an important aspect of the Applied Design Skills and Technologies BC ADST Curriculum). Visit the Unplugged Coding blog post in the Scarfe Sandbox for more examples and resources.
  • Battleship – give students a simple grid and have them prop a binder between them so they can’t see each other’s sheets. Students hide their ships by colouring in boxes on the grid. Students communicate how they will identify the rows and columns on the gride and then take turns guessing boxes until all ships have been discovered. (This is another unplugged coding example)

Movement Games

  • Statues – one student is asked to leave the room. The students who remain in the room are all given a verb to act out (silently). The teacher yells ‘Freeze’ and the students all stop mid-motion as statues. The teacher calls back the student from the hall to guess what action the statues are frozen in.
  • Charades – students are given a prompt and must act (silently) while their teammates guess.
  • Simon Says – one person takes on the role of ‘Simon’ (or they can use their own name!). Anytime the leaders say, ‘Simon says…’ and then an action, all the students must do the action. If students do the incorrect action they sit down. If the leader doesn’t say, ‘Simon says…” before the action and students act, they sit down. Continue until you have one or two winners left standing.

Whole-Class Cooperative Games

  • Go, Go, Stop – Index cards work well for this activity. The teacher will create a set of cards (make sure that you have en

    Go Go Stop cards

    ough cards for all the students, if you have extras, some students can take two). Each card will contain an answer (to a question on another card) and a question (whose answer is on another card). The first card will have START at the top and the first question at the bottom, and the last card will have the last answer at the top and STOP at the bottom. Shuffle the deck and hand them all out randomly to students. Creating a master list for the teacher to use will make this game much easier to facilitate! The teacher starts the timer when the student with the start card begins and the goal is to get all the students to read their cards in the correct order (this requires that students listen carefully and consider what they should be listening for). The teacher stops the timer when the last student says stop. I like to discuss with the group how to improve, then reshuffle the deck, hand them all out again and try to get students to beat their time (for secondary teachers with more than one class, they can have classes compete against each other for best time). 

  • Teacher Vs. Student – you’ll need a projector or document camera for this activity. The teacher displays some images on the screen (10-12 works well), then points at an image and says the word in the target language. If the image matches the word, then the whole class must repeat the word after them. If the teacher points at an image and says the wrong word, everyone in the class must stay silent – if they do stay silent, the class gets a point, and if anyone makes a sound, the teacher gets a point. The teacher can go faster or slower depending on the level of the class. First to 10 points wins!

Competitive Games

  • Flyswatter – the class is divided into two teams. The teacher displays a screen of words and/or images (the teacher could also write words on a white board). Two students come to the front (one from each team) and using fly swatters (or yard sticks) point to the image/translated word after the teacher says a word in the target language. The first student to point at the image/word gets a point for their team.
  • The Amazing Race – the teacher divides the class in teams of 4-5 and creates a list of tasks (translating, conjugating, and drawing work well). Teams send up a representative from each team to get the first task (depending on the difficulty of the task, these could be shown to students or given as a slip of paper – make sure they can’t see the following tasks!), then take it back to their team to complete. Teams show the teacher their completed (and correct) task before getting the next task – this continues for the rest of the game. The first team through the entire list wins.
  • Design Challenges These can be a great way to promote collaboration and communication (in the target language!).

Digital Games

  • Boukili (French) is a free website offering French books to read for a variety of reading levels. As students read, they unlock levels to travel virtually to new countries where they can change the avatar’s outfits and play games.
  • Jeopardy – Factile allows users to create a digital jeopardy game which can be projected onto a screen. One of the highlights is that the program keeps track of scores!
  • Blooket – This program allows teachers to create review games for students in a variety of game formats.
  • Word Games, like Boggle, Wordle, word searches and more, can be played online.

Board Game Ideas

If your school or department is looking to spend some money on board games for language learning, here are a few that would make excellent classroom resources:

  • Spot it – learn the vocabulary and race to spot matching pairs of images
  • Lion In My Way (AKA Obstacles) – creative problem solving and story-telling game using images
  • Dix It  – players use their imaginations to interpret images
  • Taboo – players try to communicate a word to their team without using any of the listed ‘taboo’ words
  • Scrabble – the classic word game can easily be used in classrooms
  • Bananagrams – similar to scrabble, but without the board
  • Guess Who – players take turns asking questions to try to figure out their partner’s mystery person

References

Brown, H. D. (2001). Teaching by principles: An interactive approach to language pedagogy (2nd Ed.). Addison Wesley Longman.

Wright, A., Betteridge, D., & Buckby, M. (2006). Games for language learning (3rd Ed.). Cambridge University Press.


Guest post by Peer Mentor Lindsay Cunningham (Ph.D. student, EDCP), July 2024.

Leave a Comment

Filed under Activating Strategies, Active Learning, Blog Posts, Curriculum, Digital Tools and Apps, Inclusive Practices, Language & Lit Learning, Not Subject Specific, Planning, Resources

Jeu de KLOO

What is it
Le jeu de KLOO, gagneur de 9 prix pour jeu de langue, permet aux apprenants de tous les âges un moyen de s’engager d’une manière amusante pour apprendre une langue étrangère.  Le but du jeu c’est de créer une phrase complète et de gagner le plus de points possibles. Dans chaque partie les joueurs (jeunes et plus âgés) apprennent au moins 20 à 30 mots nouveaux.  KLOO est un jeu inventé par un Anglais qui a bien vu que ses filles s’ennuyaient avec les “anciennes” façons d’apprendre une langue.

 


Why is it relevant

En tant qu’enseignant.e on doit toujours trouver des moyens d’adapter une leçon à ses élèves.  Le jeu de KLOO est bien pour ceux.celles qui sont des apprenant.e.s visuel.le.s. Les cartes sont colorées avec le code suivant : violet (expression), rouge (verbe), bleu (nom), jaune (adjectif) et vert (connection).  

En haut de la carte les mots sont écrits et sur les côtés de la carte une flèche colorée indique quelle carte vient ensuite.  Sur la carte suivante il y a le mot écrit à nouveau avec la traduction en anglais pour aider à construire une phrase. Cela ne veut pas dire qu’il faut utiliser la carte recommandée.  On peut créer ses propres phrases.


How to get started

Pour créer son propre jeu de KLOO il faut que l’enseignant.e ou l’élève télécharge les cartes gratuites.  

On peut acheter le jeu en ligne mais pour recevoir un jeu gratuit dans la langue qu’on veut il faut simplement écrire une revue du jeu (si on a déjà joué ) et l’envoyer  à KLOO pour se renseigner où poster la revue sur les réseaux sociaux.

Pour mieux comprendre comment jouer, cliquer sur la vidéo ci-dessous :


Video demonstration

Leave a Comment

Filed under Blog Posts, en francais, Not Subject Specific, Resources

Bonjour de France

What is it
Bonjour de France “est un « cyber-magazine » éducatif gratuit contenant des exercices, des tests et des jeux pour apprendre le français ainsi que des fiches pédagogiques à l’attention des enseignant.e.s de français langue étrangère (FLE). À travers ses différentes pages, ce magazine se veut aussi un outil de promotion de la francophonie. De nouvelles rubriques interactives apparaîtront régulièrement afin que ce site soit pleinement un lieu de ressource et de partage” (Bonjour de France, 2018)

 


Why is it relevant

De plus en plus les systèmes scolaires essayent de trouver comment motiver les élèves pour participer dans la classe.  Il faut trouver des moyens pour que les élèves fassent des connections entre leur études et ce qui se passe dans le monde aujourd’hui.  Bonjour de France est une approche culturelle de la francophonie et non pas uniquement des infos.

Bonjour de France offre des ateliers pédagogiques et des leçons sur tout : la grammaire, la compréhension, le vocabulaire, la préparation du DELF, etc.  Pour bien s’amuser, par exemple : il y a une activité genre dictée karaoké.


How to get started

On suggère d’aller explorer le site lui même !  Pour commencer voilà un exemple de dictée karaoké :

Le français de YOR (2011)


Video demonstration
Le français de YOR (2011)

Leave a Comment

Filed under Blog Posts, en francais, Resources

Twine : Des histoires interactives

What is it
Twine est un outil open source pour raconter des histoires interactives non linéaires. Twine permet à l’auteur de créer une histoire de style aventure ou un récit non-romanesque. Twine permet aux individus de créer des jeux dits «basés sur du texte». En plus d’être gratuit, savoir programmer n’est vraiment pas nécessaire – si vous pouvez écrire une histoire, vous pouvez créer un jeu Twine. Exemples: When Sneezles Attack , Beginning ou Vaccum.
Il y a un plan de cours intéressant pour les 6ème année qui se trouve sur Teacherslearningcode.

 


Why is it relevant

Ce logiciel open source est considéré comme un logiciel de jeu basé sur du texte et utilise le codage pour permettre aux étudiants d’écrire et de partager des histoires non linéaires. Les avantages : les élèves sont obligés d’utiliser le langage – un langage magnifique pour engager un joueur et capturer les cœurs et les esprits de leurs personnages et examiner comment une histoire peut être construite autour de verbes et d’objets pour donner l’impression que les créateurs participent à une histoire.

Cette ressource est idéale dans une classe de langue seconde telle que l’immersion française, le français de base, etc. Elle permet aux élèves de s’engager de façon créative dans l’apprentissage du langage.


How to get started

Avant de commencer : votre travail est enregistré uniquement dans votre navigateur. Cela signifie que vous n’avez pas besoin de créer un compte pour utiliser Twine 2 et que tout ce que vous créez n’est pas stocké sur un serveur ailleurs – il reste directement dans votre navigateur. Utilisez Chrome ou Firefox. N’utilisez pas Safari.

Deux très importantes choses à retenir.  Puisque votre travail est enregistré uniquement dans votre navigateur, si vous effacez les données enregistrées, vous perdrez votre travail ! Utilisez souvent la touche Archiver et publiez des histoires individuelles dans des fichiers en utilisant le menu de chaque article, choisissez Publier puis enregistrez-le dans un fichier HTML. Lorsque vous allez à nouveau travailler sur votre histoire, vous devrez importer le fichier d’histoire dans Twine. Deuxièmement, toute personne qui utilise ce navigateur peut voir et modifier votre travail.

  • Allez sur http://twinery.org/ “Go to Use Online”
  • Après “Salut” vous pouvez lire le “Tell Me More” ou simplement aller à Skip
  • Sur le côté droit, vous verrez en vert +Story, cliquez ici.
  • Maintenant, intitulez votre histoire et +Add.
  • Au milieu d’un écran quadrillé, cherchez “untitled passage” (qui a une icône fusée à coté du titre). Cela signifie que c’est le début de votre histoire. L’icône de l’insect est utilisée pour tester l’histoire.
  • Harlowe est le format par défaut. Vous pouvez également essayer le format de l’histoire – Sugar Cube. Pour accéder aux formats d’histoire, accédez au triangle déroulant près du titre de votre histoire qui se trouve sur la partie gauche en bas de l’écran.
  • Télechargez des commandes.
  • Utilisez des crochets pour créer un lien vers un autre passage [[nom du passage]]
  • Autres commandes pouvant être utiles ** Bold **, \Italique\
  • Pour le moment dans Twine 2 vous ne pouvez incorporer aucune image ni aucun son
  • Lorsque vous avez terminé de modifier votre article, publiez-le et enregistrez-le sous un document .html.
  • Lorsque vous allez continuer à travailler sur votre histoire, retournez à Twine, puis téléchargez votre fichier.

Video demonstration

Leave a Comment

Filed under Blog Posts, en francais, Not Subject Specific, Resources, Storytelling, Technology

Thinkmap Visual Thesaurus

Thinkmap Visual Thesaurus is a web-based, visualization tool that will present a word map of your selected word and its related vocabularies (both synonyms and antonyms). Using Visual Thesaurus, you can find the most appropriate word to use in a few seconds.

Visual Thesaurus can also be used as a dictionary with pronunciations and definitions for terms in English and many other languages, including French, Germany, Spanish, etc.

You can try it for free or  sign up  to purchase one of several different subscription types.

 

 


Thinkmap Visual Thesaurus is a great language learning resource for students from grade 4 to 12 and the post-secondary level.  With its interactive and intuitive platform, students can listen to pronunciation, view definitions, and see connections between words to help expand their vocabulary. There are even a few language options.

 


 

    • In your browser, go to ThinkMap and just try it by typing in a word (or sign up and get your subscription).
    • Input the central word that you want to explore into the search box, and click on “Look it up”.
    • Change the settings depending on your requirements: you may choose Language > French/Germany if you want to expand your vocabulary in a different language. You can even select ‘levels’ of language (helpful for ELL, younger students or those with less developed reading skills or vocabulary knowledge.
    • Share or print out the word cloud image.

 

 

 

 

 


videopng-360x61.png


Reference:

Thinkmap Inc. (2006). VISUAL THESAURUS LESSON PLANS TEACHER‘S GUIDE. Retrieved March 21, 2017, from http://www.thinkmap.com/download/vtpresskit/08_lesson_plans/teachers_guide.pdf

Leave a Comment

Filed under Assistive Technology, Resources

Twine

whatisit.png

Twine is an open-source tool for telling interactive nonlinear stories. Allows for the author to create a choose your own adventure style story or non-fiction narrative. Twine allows individuals to create what are referred to as “text-based” games. Aside from being free, it’s really not programming at all — if you can write a story, you can make a Twine game.  Examples: When Sneezles Attack,

You can also find a variety of Twine examples and templates on itch.io
There is an interesting Gr. 6 lesson plan for Twine found at Teacherslearningcode.

You can find a scholarly application of Twine here.


Why-is-it-relevant-360x82.png

This open source software is considered a text based gaming software and employs coding offering students an opportunity to write and share non-linear stories.  The benefits are that they will use language—beautiful language to engage a player and capture the hearts and minds of their characters and consider how story design can be built around verbs and objects to make players feel like empowered participants in a story.

This resource is great to use in a second language classroom such as French Immersion, Core French, etc.  It allows for students to creatively engage in language learning.


how-to-get-started-360x80.png

View this excellent tutorial on Twine and visit the twinery.org cookbook for step by step instructions!

There are a few things you should know before you get started. Your work is saved only in your browser.  That means you don’t need to create an account to use Twine 2, and everything you create isn’t stored on a server somewhere else — it stays right in your browser. Use Chrome or Fire Fox. Do not use Safari.

Two very important things to remember. Since your work is saved only in your browser, if you clear its saved data, then you’ll lose your work! Use the Archive button often and publish individual stories to files using the menu on each story choose publish then save as an html file. When you go to work on your story again you will need to import the saved story file into Twine.   Secondly, anyone who can use this browser can see and make changes to your work.

  • Go to http://twinery.org/ Go to: Use it Online.
  • After Hi you can read the Tell Me More or just go to Skip.
  • On the right handside you will see in green +Story, click this.
  • Now name your story and +Add.
  • In the middle of a gridded screen see Untitled Passage which has a Rocket Icon by its title. This means this is the starting passage of your story.  The Bug Icon is used to test the story.
  • Harlowe is the default story format. You may also want to try story format—Sugar Cube. To get to the story formats go to the triangle drop down by the title of your story on the lower left side of the screen.
  • Important Commands
    Use square brackets to create a link to another passage [[ name of passage ]]
    Other commands that may be useful **Bold**, \Italics\
  • In Twine 2 you cannot embed any images or sound at this time.
  • When you are finished changing your story, publish it and save as an .html file.
  • When you go to continue working on your story go back to Twine and then upload your file.

videopng-360x61.png


4 Comments

Filed under Resources