4
Christine Röll
Introduction
Games are useful learning tools in the language classroom because of their inherent
characteristics of competition, challenge and chance. These characteristics are conducive to
learning because they involve all students, keep them interested and make them try harder.
In addition, educational games are a learner-centred method because they encourage students
to reflect on what they have learned and to collaborate with their teammates. They encourage
peer correction and instruction so that students can learn from each other as they play. While
learners take an active role, the teacher only intervenes when a learner needs him or her to
do so.
According to J. Hadfield, language games can be divided into two types: linguistic games,
which focus on accuracy, and communicative games, which promote a meaningful exchange
of information and ideas (2010, p. 8). Language games that focus on correct language
structures are similar to drills, but are more engaging due to the challenge of playing a game.
Drills and exercises that practise structures seem to go against the principles of communicative
language teaching. Consequently, they are often seen as a throwback to the audio-lingual
method, which is based on behaviourist theories. In this method, drilling is used as a central
technique because it is believed that language learning is a process of habit formation. The
communicative approach discourages teachers from using drills because students should be
involved in real communication and the emphasis should be on meaning rather than form
(correctness of language structures). Nevertheless, drills have their place in language learning
because they allow learners to practise grammar and make it easier for them to recall
grammatical structures when they need them, as John Scrivener explains:
Drills are often associated with the largely discredited behaviourist philosophy which suggests that we
can be trained into automatic responses to stimuli through repetition or restricted response drills.
However, I don't think we need to throw drills out with the behaviourist bathwater. We can still argue
that our brains need to 'automise' tasks without having to buy the entire 'stimulus-response'
philosophy. It seems reasonably clear from day-to-day experience that we become better at doing
certain things through practice (...) Drilling is important for 'getting your tongue around it' problems.
They can also help with other things, for example on issues to do with selecting the right form quickly.
(2011, p. 170)
Linguistic games are a useful method to revise grammar and vocabulary and help students
memorise structures, while communicative games promote interaction and effective
communication strategies, because learners need to talk to their peers and listen to them to
solve the task. The objective of such games is to talk about yourself or to find relevant
information. Information gap activities are often used for this purpose.
The materials in this collection are photocopiable for classroom use. They are aimed at revising
basic tenses and verb forms (levels A1-B1). The games that allow students to practise verb
forms are labelled 'exercises' in the game descriptions. There are also some activities that
require students to talk about themselves or use their imagination. The time needed for the
activities is short - usually about ten minutes. The games and activities can be used to
implement extended learning, i.e. learners review new material after the initial introduction to
the concept and then at progressively longer intervals. Teachers need minimal time to prepare
the materials. Most of them are ready to use and only need to be photocopied. It is
recommended to enlarge the photocopies of the games, which are originally printed in small
size. If the games are glued to cardboard, they will last longer.