G is for Games

Ken BeattyDr. Ken Beatty

“Why are they playing games and not learning something?”

Games are among the most misunderstood pedagogical strategies in the teachers’ toolbox. Parents, other teachers, and administrators can misinterpret students’ enjoyment of games as having fun at the expense of more serious and productive learning. But the opposite is often the case; the casual competitive nature of games suppresses students’ self-consciousness and helps them focus and learn more than during other classroom activities.

However, to be fair, sometimes teachers play games in the classroom without a perfect understanding of the benefits that games carry and the ways in which they can be tailored to better address student needs. In such cases, teachers may only use games as filler activities, as a way of keeping more able students busy while others catch up. Alternatively, games might only be used at the end of a class when there is extra time left.

Motivation

Because games are inherently motivating, they are useful as a reward or a break from other classroom activities. Some games add excitement, such as kinesthetic ones that require students to stand up and participate as a group. An example is Simon Says, in which students have to listen carefully and follow a leader’s directions as long as they are prefaced with the words, “Simon says (touch your nose).” If the words Simon says aren’t said by the leader, students have to remain stationary or find themselves out of the game.

The pedagogical purposes of Simon Saystype games are usually to encourage discrete listening and also to reinforce language students have already learned around actions related to identifying body parts (touch your knees), types of motion (shake your head; close your eyes), and actions (sit down; stand up). As with most games, there are opportunities to tailor the game to the target vocabulary students have recently covered. Reinforcement through a game is important because it stores the information in another part of the brain. Beyond reading, writing, listening, or speaking, the kinesthetic aspect helps make the vocabulary more memorable. Continue reading