Reaction to "Digital Gaming in L2 Teaching
and Learning"
By Reinhardt, J.
With the current trending aim to
start making schools and institutions environments where learners do not
perceive them as fake due to the differences between what is taught and what
students like to do, I consider this bottom-up pedagogical strategy called
"digital gaming" is an essential counterpart to traditional
pedagogy. In the subsequent paragraphs, you will see that, although I have
not incorporated gaming in my teaching practice yet, I have started a little to
apply the foundations on which gaming lies.
We all as EFL teachers pursue the fact of creating
situated learning spaces for our students to practice and master different
school topics. Also, bearing in mind the current social role of SLA in which,
through integration of skills, our students are to use the language in context
and holistically instead of developing a grammatical competence, I consider that,
despite technological resources limitations, we should start seeing games as a
socioliteracy practice in which, through technological devices, students can
negotiate and develop computational and critical abilities. In the places I
have taught, for instance, I have not implemented gaming yet; nonetheless, since
last year, I started to help my students enhance their critical thinking
abilities by showing them, for example, an authentic video on any issue related
to the content we are covering. After the video, I like my students to discuss
advantages or disadvantages, compare the video content with their lives, and subsequently
do mini-projects that take the form of the redesigned in which they can apply
that knowledge to the diversity of real world situations.
There exist two aspects we as
teachers have to take into account when designing and implementing games in our
rural or urban classrooms. Firstly, make sure that the games are not
“chocolate-covered broccoli”, but playful authentic ones so as for our students
to get motivated when performing them; otherwise, they will not find any sense
and will keep adopting the same old attitudes towards English classes.
Secondly, we must consider objective-oriented game tasks that simulate
real-world cultural experiences, interactivity, and contextualized meaningful
use of L2, and feedback strategies since, in the end, such an implementation
aim is to fulfill the requirements to fit in an official school curriculum. Unfortunately,
when I worked as a full-time teacher in the private school where I had the opportunity
to propose and incorporate gaming in the curriculum, maybe due to time
limitations, I did not. However, I say that maybe if I had read literature like
this before, I would have found they way to do it. Now, in the institute where
I work as a part-time teacher, I do not have the possibility to incorporate
such considerations for gaming since there is no unique curriculum as such.
Maybe what I can do is take these considerations and implement them into my
class plans while also reporting my colleagues how this experience has been in
order for them to start implementing gaming.
By the same token, we should not
hesitate and concern that because we do not see grammar, vocabulary or
listening representations in the games, students will not acquire second
language. Instead, we should see the advantages and impact that a playful
authentic motivating game has on students’ intercultural competence development,
meaning-making processes, ecological well-being, engagement with multimodality,
and reinforcement of language learning in real-world contexts. Although I have
started to apply a little these considerations and foundations that lie behind
gaming, I have failed to widespread my intents. That is, I have very little
made my colleagues aware that of sociocultural approaches to teaching and CALL bring
about the aforementioned advantages in students’ SLA as well as that
traditional pedagogy lying on isolated skills and rote learning is not the only
option.
One concern I have after reading this
article, though, is the way we are going to assess our students at the end of
the school term or course. How can we assess our students after weeks of
exposure to an authentic original game that sometimes is not supported on a SLA
theory? How come are they to enjoy the chocolate during a period of time and be
given a broccoli at the end of it? Maybe we should start working as a group by
now in order to come up with hints to answer such questions.
I would also like to remark the
benefits these tools have, again, on students’ intercultural competence
development and the possibility they provide for them to interact, negotiate
meaning, and learn collaboratively to also increase linguistic competence since
the interconnection of games can allow two students from different countries
and sociocultural background to do these actions. Finally, I am sure I will implement
gaming in my practice given the enlightening and insights I gained about it
through this literature.
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