Professional Documents
Culture Documents
Literature review
English
Many studies have been conducted to explore the effectiveness of using games as a
teaching method in EFL classrooms. The majority of these studies support the use of games
as a more engaging and enjoyable way to learn compared to traditional methods. We will
organize these studies in ascending order to observe the evolution of beliefs about the
Prensky (2001) suggested that games can improve cognitive skills by exposing learners to
challenges and problems in a virtual world. Schuna (2010) found that games' interactive and
captivating nature can capture students' attention and enhance their ability to focus and retain
information. This can be especially beneficial for students who may struggle to focus in
and build self-esteem by providing positive feedback and recognition for students'
achievements. Kamra (2010) concluded that incorporating games is an effective way to teach
English as it boosts student motivation and fosters positive social attitudes that prepare young
interaction among peers in the classroom, leading to better learning outcomes. León and Cely
(2010) demonstrated that games can effectively encourage learners to improve their speaking
skills by reducing their fear of making mistakes and boosting their confidence. Mahmoud and
Tanni (2014) revealed that using games as energizers and warm-up exercises can maintain
of using games in enhancing students' vocabulary mastery. The study revealed that
incorporating games in teaching and learning activities increased student motivation and
engagement in the learning process. Recent studies, including the work of Ho, Thien, An, &
Vy (2020), have suggested that incorporating gaming into language learning can be highly
effective in training students to use the language. This is because games encourage learners to
interact with each other, work collaboratively, and become more creative in expressing their
ideas.
Meiningsih & Madya (2021) demonstrated that students' speaking skills improved after
learning through the use of guessing games, with significant improvements seen in
pronunciation, vocabulary, and fluency. Saha & Singh (2021) revealed that using games in
language learning not only provides a fun and enjoyable experience for students, but also
engages them in the classroom by creating contexts for speaking, which helps them to use the
language in communication.
For further support of the effective use of games, Wang, Shang, and Briody (2011)
investigated the overall effects of using games on the improvement of young children's
anxiety due to peer pressure. The study involved 50 EFL students from one elementary
school. The results of the study revealed that the usage of games had a significant positive
impact on students' learning motivation and vocabulary acquisition, and reduced anxiety
levels due to peer pressure. The study also found a significant relationship between the
Also,
In brief, games have the potential to make language learning more enjoyable and effective
speaking, reading, and writing. They also provide an opportunity for students to work
collaboratively and develop important social skills, such as teamwork and communication.
Hadfield (1999) proposed two primary categories for language games: linguistic games
and communicative games. Linguistic games prioritize accuracy in language usage, such as
exchange of information and ideas, such as identifying difference es between similar pictures.
Furthermore, Hadfield suggested that language games can be categorized into several
subtypes, and these categories can sometimes overlap with one another. Some of the subtypes
include:
Search Games: In these games, learners need to find specific information within a given text
or set of materials. For example, a teacher might ask students to find all of the adjectives in a
example, a teacher might give students a set of vocabulary words and definitions, and they
Labeling Games: In these games, learners need to label parts of a diagram or picture. For
example, a teacher might give students a diagram of a plant cell and ask them to label each
part.
Exchanging Games: These games involve learners exchanging information or items with
each other. For example, students might play a game where they each have a set of
vocabulary cards and need to exchange cards with each other until they have a complete set.
Board Games: These are games that involve a game board and pieces, and often require
learners to follow rules and make strategic decisions. For example, a teacher might use a
Roleplay Games: In these games, learners take on different roles and engage in conversations
or scenarios that are related to those roles. For example, students might roleplay a job
Lee (2000) identified ten types of language games, including structure games, vocabulary
games, spelling games, pronunciation games, number games, listen-and-do games, games and
writing, miming and role play, and discussion games. McCallum (1980) classified language
games into seven types, including structure games, vocabulary games, number games,
spelling games, conversation games, writing games, and roleplay and dramatics.
It is crucial for teachers to choose the most suitable game for each lesson to benefit both