Congratulations on successfully passing the eighth module! đ
In this EFL Classroom Games ninth course module, we will be taking a look at (9.1) Importance and effectiveness, (9.2) Student engagement, (9.3) Games and activities. It is essential that you thoroughly read through all the information presented within this module, before then completing the Module Quiz and proceeding to the tenth module. If you have any module-related questions, please contact your personal tutor through the CONTACT LESSON TEACHER button. Good luck and we hope you enjoy completing your ninth module! đ
(9.1) Importance and effectiveness.
Games are one of the most important components in English as a Foreign Language (EFL) teaching classrooms as they include activities which have goals and objectives, and introduce a sense of fun into the classroom.
Language games, when used correctly, can be used as teaching aids which minimize monotonous repetitions in the lesson, and can be used to fill in time â especially relevant when teaching classes that are in excess of two hours. In a relaxed environment, which language games encourage, it is mostly possible that real learning takes place and furthermore, learners are able to use the target language that they have been exposed to and which has been practiced earlier by the learners. Also, when presented effectively, language games create a competition positively among students who are involved in the language activity.
The benefits of using games in a foreign language classroom can be seen in the fact that learners are provided with a lot of benefits through using them. Games provide learners with the opportunity to escape from usual routines, and they are very important in terms of motivation and challenges. Moreover, games provide encouragement to interact and communicate successfully for learners and permanence to carry on the effort of learning and create a context to use the language meaningfully; decreasing anxiety, and allowing learners the ability to study in a relaxed and enjoyable atmosphere. Games have many advantages for both language teachers and their learners. They support learning the target language when learners are involved in the games, have fun without noticing that they are learning the target language and additionally, it is a pleasure for the teacher when they present the language in an enjoyable way; making their teaching more effective in the process.
Games automatically stimulate student interest, and a properly introduced game can be one of the highest motivating techniques. Another advantage of using games in a foreign language setting is to diffuse stressful moments. In a language learning atmosphere, it is so important to create a stress-free environment. Therefore games are very advantageous since learners donât usually feel any anxiety, their positive feelings increase and their self-confidence improves because they are not afraid of being punished or criticized while they are practicing the language freely in this manner.
The main advantages of using games in the classroom, are that they:
- donât usually take a long time to be played in class.
- are usually easy to understand and use.
- are adaptable for different levels of knowledge.
- offer new and dynamic forms of teaching/ practice which replace the traditional teaching methods of using worksheets, etc.
- develop critical thinking, problem solving and imagination.
- have clear rules and objectives.
- develop a learnerâs ability to observe.
- increase motivation and desire for self-improvement.Â
- provide immediate feedback both for the students and the teacher.Â
- provide results that are more visible and have a stronger impact.
- build up a learnerâs English repertoire in a familiar and comfortable environment (even for students who may have special needs), where they feel confident.
- facilitate collaborative learning but, at the same time, students may learn at their own speed and cognitive level.
- may be used in the classroom as rewards for students.
Learners may often feel that they are playing games completely for fun, so it is essential that teachers express that the game isnât purely to kill time and play around. Teachers also need to be very careful about which games they choose to use, when to use them and how to connect them with the syllabus and, just as importantly, how beneficial they are. When choosing and adapting games in the English language classroom, teachers should be mindful of the following points:
- Games should have an aim. They are used to motivate students, not only for fun.Â
- Games should focus on the use of language. By their means students have to learn, practice or refresh language components.
- The content should be appropriate. It should fit the curriculum, be correct from all points of view and should not promote unacceptable values, such as violence.
- Games should be technically easy to use in the classroom.
- Games should be presented and played in accordance with the appropriate ages and levels of knowledge of learners.
- Games should keep all of the learners interested/motivated.
- It is generally advisable to use short games; otherwise learners may lose interest.
There are though some negatives, which you will need to avoid when introducing a game into the classroom, and these are:
- Discipline issues: learners may get excessively noisy and rowdy.
- Straying away from the basic aim/objective of the game-play activity, perhaps due to inadequate rules instruction; resulting in learners playing too much and learning too little.
- If games are already familiar to learners or if they find the game boring, they might not get equally involved in the activity.
- Some learners, especially teenagers, may find games unnecessary and childish.
It is therefore necessary to take note of these four points above, in order to avoid demotivating students and having your game failing to live up to its aim/objective.
(9.2) Student engagement.
One of the first things you will notice as a new teacher, is that while one particular activity might work wonders with one particular group, you might find yourself scratching your head as to why a different group doesnât respond to it likewise. Logically an activity or game that works like a charm for one group should work equally well with another. Right? Well, unfortunately the answer to this question is no.
Each individual student and every group class will respond to tasks differently and this can strongly be seen in group classes, where the group dynamics might be affected by interpersonal relationships within that group. Or, you simply might have one group which is more gregarious than another.
Student engagement is of course key in successfully delivering an EFL game or activity and one of the core ways of doing this is by explaining why the class is taking part in a particular activity or game, and how they will benefit from the learning experience.
As we saw when we covered Warmers and Coolers, dividing the class into competitive groups often increases class interest and by making divisions based on gender, you will avoid the potential awkwardness when one student says that they donât want to be on a team with another particular student. By diving teams into boys vs. girls/men vs. women, the act of choosing team members for mixed teams, with the possibility of accidentally offending students if they are not on the team they want to be in, can be largely avoided.
If teachers hope for engaged students, and active learning and participation so that deep interaction of the material and meaningful learning can take place, then there is the requirement that teachers modify their techniques â depending on the class type and class dynamics â to increase student engagement with the material and participation as part of the learning process. Students who are engaged are involved and interested in course material and learning, are active members of the class and are more likely to participate; both in class and outside of it, which often leads to greater academic success.
Teachers tend to spend a lot of time in the planning and organization of the optimal use of the curriculum, materials, and with the facilitation of student interaction. Unfortunately, it is not always the case that teachers put enough thought into how to organize the class so that students can optimally interact with and learn from one another. Interaction patterns among students impacts their learning, their feelings toward the school, the teacher and other students, and confidence/self-esteem.
Competition encourages students to pit themselves against each other. However, simply seating students together in a room and telling them to work as a group does not mean they will collaborate; it needs to be taught. Students working in a collaborative setting work together to reach common goals/objectives that benefit all the members of the group. Learners become engaged in discussion and are required to clarify both their own and othersâ ideas which can, in turn, lead to the development of critical thinking in the learning process.
For an activity or game to reach its full potential, to be healthy and be effective, the following set of conditions need to be present in the dynamic:
- Activities and games must include an element of positive interdependence: teachers must set clear tasks and goals so that the group feels they either succeed or fail together.
- Each learner must be accountable for contributing their share of the work to complete group goals/objectives.
- Learners should be expected to help and encourage each other and to share resources.
- Activities and games should be designed to enhance the learnersâ cooperative skills. Learners engage in both academic task-work and interpersonal teamwork.
- To promote group success, learners can discuss how well they are achieving their goals and maintaining effective working relationships.
And finally, if students donât see any enthusiasm from you regarding a given activity or game, they are likely to get heated about it themselves either. And if you have a student who refuses to interact with an activity or game, donât force them to contribute. Instead, you could have them help you organize the game, or have them act as point scorer, etc.
(9.3) Games and activities.
In this last section of the ninth module, we are going to start by taking a look at one particular game which our graduates find pleases almost 100% of their students, and then we will be looking at some basic essentials to follow when choosing and introducing activities.
Crazy Cards.
For this game, all you need is a standard deck of playing cards, a whiteboard, 20-30 cut up small slips of blank paper (depending on how many students are in your group) and a cup.
Have your students sit around one table and place the cup in the center and spread the cards out, face down, in a circle around the cup â making sure to leave out the Jokers as these are not required for this game. On the whiteboard (or on a photocopied handout if a whiteboard isnât available) list the twelve cards (Ace to King) and the actions associated with each card:

Before you start the game, hand every learner two small slips of paper. Instruct them to write down two questions and to keep them secret! When they are finished, they need to fold up their two pieces of paper and place them in the cup on the table. Depending on the type of students, you could prompt them write down general questions like, âWhatâs your favorite color?â For more adult classes it can be fun to push the envelope a little and a student might write, for example, âHave you ever been fired from a job?â It really depends on the age of your students and type of learners playing the game.
The students then take turns in picking a playing card. When itâs their turn, they choose one and hold it up so the whole class can see it, and they must perform the action associated with that card.
So for example, if a student picks a King, they take a piece of paper from the cup and can ask anyone the question written on it. If they pick a Queen, they ask a girl/woman, and so on. If a 9 is chosen, everyone has to push back their ears to resemble bunny ears and the last person to do this has to pick a question to answer. The same occurs when a student picks a 7 and the last person to touch their nose has to take a question from the cup and answer it. If a student picks an 8, you choose a topic and each student has to say a word linked to that topic. This continues round until a student canât think of a word and when they inevitably need to choose a question to answer.
One of the reasons why we love this game is because it is so versatile. Instead of bunny ears, for example, you could have it as a rule that you need to say a phrase that you have been learning in class. For example, if your class has been looking at the topic of âcuisineâ then number 9 could be, âSay: âThat was delicious!â.
The possibilities are really endless and we will leave it up to you to create your own version of this game, should you find yourself wanting to utilize it in your classes.
The basic building block of a lesson is the activity or task. Weâll define this fairly broadly as âsomething that learners do that involves them using or working with language to achieve some specific outcomeâ. The outcome may reflect a âreal-worldâ outcome (for example, learners role play buying train tickets at the station) or it may be a purely âfor-the-purposes-of-learningâ outcome (for example, learners fill in the gaps in twelve sentences with present perfect verbs). By this definition, all of the following are activities or tasks:
- Learners do a grammar exercise individually then compare answers with each other in order to better understand how a particular item of language is formed.
- Learners listen to a recorded conversation in order to answer some questions (in order to become better listeners).Â
- Learners write a formal letter requesting information about a product.Â
- Learners discuss and write some questions in order to make a questionnaire about peopleâs eating habits.Â
- Learners read a newspaper article to prepare for a discussion.Â
- Learners play a vocabulary game in order to help learn words connected with cars and transport.Â
- Learners repeat a number of sentences you say in order to improve their pronunciation of them.Â
- Learners role play a shop scene where a customer has a complaint.Â
Some things that happen in the classroom are not tasks. For example, picture a room where the teacher has started spontaneously discussing in a lengthy or convoluted manner the formation of passive sentences. What are students doing that has an outcome? Arguably, there is an implied task, namely that learners should âlisten and understandâ, but, by not being explicit, there is a real danger that learners are not genuinely engaged in anything much at all.
This is a basic, important and often overlooked consideration when planning a lesson. As far as possible, make sure that your learners have some specific thing to do, whatever the stage of the lesson. Traditional lesson planning has tended to see the lesson as a series of things that the teacher does. By turning it round and focusing much more on what the students do, we are likely to think more about the actual learning that might arise and create a lesson that is more genuinely useful. (And if you plan everything in terms of what the students will do, you might find you worry less about what the teacher has to do!) Even for stages when you are âpresentingâ language, be clear to yourself what it is that students are supposed to be doing and what outcome it is leading to. Think of a complete lesson as being a coherent sequence of such learner-targeted tasks.Â
Here is a basic route map plan for running a simple activity. In some bigger activities, there may be a number of clearly separate âsectionsâ within the task, in which case you would go through Steps 3, 4 and 5 a few times.
- Before the lesson: familiarize yourself with the material and activity; prepare any materials or texts you need.Â
- In class: lead-in/prepare for the activity.
- Set up the activity â or section of activity â by giving instructions, forming groups, etc.
- Run the activity (or section): students do the activity, maybe in pairs or small groups while you monitor and help.Â
- Close the activity (or section) and invite feedback from the learners.
- Post-activity: do any appropriate follow-on work.
Now, letâs look at each step in more detail:
Before the lesson.
- Familiarize yourself with the material and the activity.
- Read through the material and any teacherâs notes.Â
- Try the activity yourself.Â
- Imagine how it will look in class.
- Decide how many organizational steps are involved.
- What seating arrangements / rearrangements are needed?Â
- How long will it probably take?Â
- Do the learners know enough language to be able to make a useful attempt at the activity?Â
- What help might they need?
- What questions might they have?Â
- What errors (using the language) are they likely to make?Â
- What errors (misunderstanding the task) are they likely to make?
- What will your role be at each stage?
- What instructions are needed?
- How will they be given? (explained, read, demonstrated?)
- Prepare any aids or additional material.
- Arrange seating, visual aids, etc.
- Most importantly, you need to think through any potential problems or hiccups in the procedures. For example, what will happen if you plan student work in pairs, but there is an uneven number of students? Will this student work alone, or will you join in, or will you make one of the pairs into a group of three?Â
Lead-in/Preparation.
This may be to help raise motivation or interest (for example, discussion of a picture related to the topic), or perhaps to focus on language items (for example, items of vocabulary) that might be useful in the activity. Typical lead-ins are:
- Show/draw a picture connected to the topic. Ask questions.
- Write up/read out a sentence stating a viewpoint. Elicit reactions.
- Tell a short personal anecdote related to the subject.Â
- Ask students if they have ever been/seen/done, etc.
- Hand out a short text on the topic. Learners read the text and comment.
- Play âdevilâs advocateâ and make a strong/controversial statement.
- Write a key word (maybe the topic name) in the centre of a word-cloud on the board and elicit vocabulary from students which is added to the board.Â
Setting up the activity.
- Organize the students so that they can do the activity or section. (This may involve making pairs or groups, moving the seating, etc.)
- Give clear instructions for the activity. A demonstration or example is usually much more effective than a long explanation.Â
- You may wish to check back that the instructions have been understood (for example, âSo, Lucie, what are you going to do first?â).
- In some activities, it may be useful to allow some individual work (for example, thinking through a problem, listing answers, etc) before the students get together with others.
Running the activity.
- Monitor at the start of the activity or section to check that the task has been understood and that students are doing what you intended them to do.Â
- If the material was well prepared and the instructions clear, then the activity can now largely run itself. Allow the students to work on the task without too much further interference. Your role now is often much more low-key, taking a back seat and monitoring what is happening without getting in the way.Â
- Beware of encumbering the learners with unnecessary help. This is their chance to work. If the task is difficult, give them the chance to rise to that challenge, without leaning on you. Donât rush in to âsaveâ them too quickly or too eagerly. (Though, having said that, remain alert to any task that genuinely proves too hard â and be prepared to help or stop it early if necessary!)
Closing the activity.
- Allow the activity or section to close properly. Rather than suddenly stopping the activity at a random point, try to sense when the learners are ready to move on.
- If different groups are finishing at different times, make a judgement about when coming together as a whole class would be useful to most people.Â
- If you want to close the activity while many students are still working, give a time warning (for example, âFinish the item you are working onâ. Or, âFive minutes leftâ).
Post-activity.
It is important to have some kind of feedback session on the activity. This stage is vital and is typically under-planned by teachers! The students have worked hard on the task, and it has probably raised a number of ideas, comments and questions about the topic and about language. Many teachers rely on an âask the class if there were any problems and field the answers on the spotâ approach. While this will often get you through, it can also lead you down dark alleys of confusing explanations and long-winded spontaneous teaching. It can also be rather dull simply to go over things that have already been done thoroughly in small groups. So, for a number of reasons, it is worth careful planning of this stage in advance â especially to think up alternatives to putting yourself in the spotlight answering a long list of questions.
- Groups meet up with other groups and compare answers/opinions.
- Students check answers with the printed answers in the teacher book (which you pass around/leave at the front of the room/photocopy and hand out, etc).
- Before class, you anticipate what the main language problems will be and prepare a mini-presentation on these areas.
- During the last few minutes of a long task, go round the groups and warn them that each group will be asked to âreport backâ to the whole class. Ask them to appoint a spokesperson and to agree on the main message they want to say. You could ask them to choose just one point from their discussion that they think is worth sharing.Â
- When checking answers, ask for groups to exchange and compare their answers across the room themselves.
- Or, get a student to come up front and manage the answer-checking, rather than doing it all yourself (you could give this student the answer sheet!).Â
- Collect in all answer sheets then redistribute them for âcorrectingâ by other students. When everything has been checked, students pair up with those who marked their paper and listen/explain/justify/argue, etc.
- Correct one studentâs answers; that student then goes on to correct other answers, etc.
- Divide the board up into spaces for answers and throw pens to different students who fill the board up with their answers (each answer written by a different student). The whole group looks at the finished board and comments/corrects.
Congratulations on reading through the ninth module!
Now itâs time to take the Module 9 Quiz, after which you will gain access to the tenth module.
Important! We recommend reading through the ninth module again to ensure that you are fully prepared to take this quiz.
Click on the VIEW THE LESSON QUIZ button to proceed to the Module 9 QuizâŚ