One challenge in the English as a second language (ESL) or foreign language (EFL) classroom is getting the learners to use the language frequently and willingly. If English is to be learnt for communication, learners should have many opportunities to
hear, speak, read and write the target language.
Language games provide authentic contexts for language learning in the classroom. They provide a natural context for language to be used in and are motivating and fun. They are a legitimate way to provide some relief to long lessons.
Games, as described by Gibbs (Quoted in Rixon, 1991, p.3), are “activities carried out by cooperating or competing decision makers, seeking to achieve, within a set of rules, their objectives”. Hadfield (1990) described games as “an
activity with rules, a goal and an element of fun.”
Guidelines for using games in the classroom
Before launching into any games, do bear in mind a few principles in using games. An element of luck instead of pure skills or knowledge always makes a game more interesting. Think about how to incorporate this luck element into any game.
Games need to be properly structured with a marked beginning and an end. In addition, consider the types of interaction patterns possible in a game. Do not limit it to just teacher-student interaction.
Bear in mind too that games can focus on accuracy of language use (fluency) or the communicative function. With the latter, remember that many possible ways are available to the learner to reach the goal, including non-linguistic ones. To facilitate genuine
communication, include an opinion or information gap in the game. An opinion or information gap refers to the disparity in information or opinion between players at the start of the game. Players have to use language to bridge this gap and to get
the information needed to complete the activity.
2 examples of games with an information gap
To be played in pairs or in small groups or as a whole class
Game 1: Listen and Draw