Intternational Jou urnal of Englissh Language Education E ISSN 2325-0887 2 2016, Vol. 4, No. 1 Gamee Metho od in Prreschoo ol Engllish Teaaching W Wan-Chuan Yu Y CLAL L, Guangdoong Universsity of Foreiign Studies, Guangzhou u Guangdonng 510420, China IFLCR, Lingnan L Normal Univeersity, Zhanjjiang Guang gdong 5240048, China Receiveed: Decembber 21, 2015 5 doi:10.55296/ijele.vv4i1.8845 Acceptted: January y 6, 2016 Published:: January 11 1, 2016 URL: httpp://dx.doi.orrg/10.5296//ijele.v4i1.88845 Abstract Interestt is a great motivation m for the studdy of almostt everything g, particularrly for L2 study. To preschoool students, games aree quite attraactive. Thereefore game method is a good way y to help studentss to learn English, E esp pecially in kkindergarten ns. It fits th he characterristics of prreschool studentss, providinng learning g motivatiion, loweriing studen nts’ stress and offerring the opportuunity for real commun nication. Noowadays, more m and more m teacherrs are using g games effectivvely in classs to improv ve their teacching. In orrder to applly game meethod effecttively in teachingg English in kindergarrtens, gamees must be designed d pu urposeful, iinteresting, various, heuristiic and studdent-orienteed. During the coursee of games (pre-gam mes, in gam mes and post-gam mes), somee details sho ould be paidd more atten ntion to. Keywords: game method, m mo otivation, Ennglish Teach hing, presch hool student nt 93 w www.macrothin nk.org/ijele Intternational Jou urnal of Englissh Language Education E ISSN 2325-0887 2 2016, Vol. 4, No. 1 1. Introoduction In 19788, the 75th Nobel N Laureeates conferrence was held h in Pariis. Pyotr Leeonidovich Kapitsa, the leadding Soviet physicist and a Nobel P Prize winner in Physicss laureate, ggot such a question q “Whichh period inn your who ole life m means most??” “In the nursery”, Kapitsa an nswered peacefuully. An enthhusiastic ap pplause lastted quite lon ng for this reply. r It refl flects that prreschool educatioon may givve people far-reachingg implications and im mpact throuugh their liife. And nowadaays, more annd more atteention are bbeing paid to o preschool education. With thhe boomingg tide of En nglish learnning globallly, early L2 2 ELT attraacts more concerns c from paarents, nurssery schoolss and reseaarchers. Sin nce 1990’s, early Engliish training g classes and maaterials havee flocked in nto the publlic educatio on area. Most Chinese kindergarteens have opened English claasses to meet the needd. Now early y English leearning in ccities has beeen very popularr and so manny bilingual kindergarttens named “Chinese-E English Biliingual Kind dergarten” and “Fooreign Langguage Art Kindergarten K n” have spru ung up like mushrooms m s after rain. Up to nnow, it is abssolutely nott a question whether orr not to teach h English inn kindergarttens, but what too teach and how to teaach it well. Most schollars, educators and teac achers agreee on that the objeective of kinndergarten English E teacching is to cultivate intterest in thee language, develop basic coommunicatiion skills an nd crude undderstanding g of foreign culture. Charless Darwin onnce recalled d: “Lookingg back as well w as I caan at my chharacter du uring my school life, the only qualities which at thhis period promised p well w for the future, werre, that I had stroong and divversified tasstes, much zzeal for whatever interrested me, aand a keen pleasure p in undeerstanding any a complex x subject orr thing.” (C Charles Darw win, 1887:66) It’s belieeved that most leearning dem mands intereest. To somee extent, lan nguage learrning needss more interrest than other suubjects. Hoow to evokee the learneers’ interestt and keep their passioon in learn ning is a teacher ’s initial tassk and challenge. Gam me method is i an efficieent way to aachieve thiss goal in ns why we should usee games, Englishh teaching. The article will mainlly illustratee the reason what ruules we shouuld obey, an nd how to deesign good games in prreschool Ennglish teaching. 2. Gam mes and Teaaching 2.1 Deffinition of Games G There aare a varietyy of definitiions for gam mes. Jill Haadfield (198 84) defined games as activities a in whicch players engage e in artificial a connflict, are defined d by rules, r and hhave a goall and an elementt of fun, which w resullts in a quuantifiable outcome. Similarly, S SSpodek Berrnard & Sarachoo Olivia (19994:271) deeemed that “games aree a different kind of pllay activitiees. They are highhly structureed and inclu ude specificc rules to bee followed.”” Brown (1 996:176) arrgued “a game could be anyy activity th hat firms a technique into i each un nit that cann be scored in some way.” JJohann Huizinga (1998 8) defined games as free f activitiies standingg quite con nsciously outside “ordinary”” life as beeing “not seerious”, butt at the sam me time abbsorbing thee player intenselly and utterlly. In view w of the abbove, we caan learn thhat a “gamee” means an a activity which is done d for amusem ment, often with challenge, and an activity in which the learners rs play and usually 94 w www.macrothin nk.org/ijele Intternational Jou urnal of Englissh Language Education E ISSN 2325-0887 2 2016, Vol. 4, No. 1 interactt with otherss. 2.2 Gam me Method in Teaching g According to the explanation n of Longm man Dictio onary of Laanguage Teeaching & Applied nguage teacching can be b defined as an orgaanized activ vity that Linguisstics, a “gaame” in lan usually has the folllowing prop perties: a. a pparticular taask or objecttive; b. a sset of rules; c. com mpetition between b play yers; d. com mmunicatioon between players by spoken or written w lang guage. (Richhards Jack C, C Platt John n, Platt Heiddi, 1992:191) Games are activitiees governed d by rules, inn which thee player will enjoy andd have fun. They T are not onlyy a diversioon, a break from routinne activitiess, but a meaasure in whiich learner uses the languagge in the gam me (Byrne, 1995). Lu Ziw wen (2005) points p out th hat Englishh teaching games g are pllaying activvities with dramatic d conflictts, with thhe purposee of utiliziing Englissh knowled dge and hhelping to acquire commuunicative coompetence. He emphaasizes four indispensab ble charactteristics of English teachingg games: a. Drramatic. Thee characteristics of “draama” are differing from m the ordinaary activitiees; b. Playable. Parrticipation, presentation p n, multi-sen nsory, and multiple m inttelligence activities a aree compliantt to the players’ interestts and menttal features, and with cllear rules; c. Edducational. Games G are played p for laanguage leaarning. With thhose points, we can look game teacching upon as: an efficcient teachinng method in i which by utiliizing a set of playing activities, pplayers gett involved in i certain taasks to acccomplish teachingg purposes.. In some Chinese C kinndergartens, game teacching has ggrown into popular teachingg techniquees most frequently useed. The teaachers emplloy various game activ vities in teachingg to help thhe children to t develop ttheir Englissh competen nce as well as consolid date their learningg. 2.3 Currrent Researrches in Chiina In Chinna, extremeely great im mportance hhas been attached to education e siince ancien nt times. Many eeducators nooticed the ro ole of game s in early ch hildhood ed ducation lonng ago. For instance, early inn Song andd Ming dyn nasty, teacheers not onlly taught ch hildren the daily routiines and moral rrites, but also a manageed to fosterr children’ss interest in n learning. They stresssed the necessitty to make learning enjoyable. e C Cheng Yi (A A prestigious educatorr in Song dynasty) d noted thhat if your teaching t waas boring, nnobody coulld learn welll. Wang Shhouren (an educator e in Mingg dynasty) claimed c thatt early teachhing should d make child dren happy and enjoyeed. Thus, a varietty of game elements e lik ke singing, ddancing, an nd story-telliing were addded to the teaching t 95 w www.macrothin nk.org/ijele Intternational Jou urnal of Englissh Language Education E ISSN 2325-0887 2 2016, Vol. 4, No. 1 processs, in order too make child dren learn kknowledge with w a light heart (Wu Y Yexuan, 199 96:33). A numbber of recennt researchees also show w their prefference and d passion inn game teacching. Li Shaoquun (2011) demonstrates d s that the aadvantage of o games iss not only hhelping teachers to finish thhe teaching objectives successfullyy, but attraccting studen nts to take a more activ ve part in learningg English. Xie Guihu ua (2006) pproves thatt games caan spur coooperation between b studentss and help them to leearn from each other and make progress ttogether during the teachingg process. Hao H Hong (2011) ( dem monstrates, “During “ claassroom gam mes, studen nts focus on the aactivity and end up with h a subconsscious absorrption of lan nguage know wledge.” The eduucational vaalue of gam me method hhas been app preciated ev ver and agaiin. It is now w widely believedd that gam mes are com mmendablee teaching aids in En nglish teachhing, especcially in preschoool. Therefoore, it is of great g signifiicance to rev visit and ex xplore the prractical use in more detail inn order to drraw on it more m effectivvely. 3. The V Value of Game Teaching 3.1 Theeoretical Foundation 3.1.1 Thhe Multiplee Intelligencces Theory The theeory of multtiple intellig gences was pproposed by y Howard Gardner G in 11983 to anallyze and better ddescribe the concept off intelligencce. Gardner expounds that t the conncept of inteelligence as tradiitionally defined in psychometriccs (IQ tests)) does not sufficientlyy describe the t wide variety of humann cognitivee abilities. In fact, generally g individuals i have eigh ht basic intelligeences: Verbal-ling guistic iintelligencee, Musiical-rhythmi mic intellligence, Logicall-mathematiical intelligence, Visuaal-spatial inttelligence, Bodily-kine B esthetic inteelligence, Intraperrsonal intellligence, Inteerpersonal iintelligence and Naturaalist intelliggence. The theeory of Mulltiple Intelliigences conncentrates on n the diverssity, differennce and uniiqueness of intellligence whhich validattes teacherss’ everyday experiencee: students think and learn in many ddifferent wayys. It also provides p teaachers with conceptual frameworkk for organizzing and reflectinng on curricculum assesssment and pedagogicaal practices. In turn, thiis reflection n has led many teeachers to adopt a game method thaat might beetter meet th he needs off various leaarners in their claass. 3.1.2 Thhe Construcctivism Learrning Theorry (CLT) CLT reffers to the concept c that humans ggenerate kno owledge and d meaning ffrom an intteraction betweenn their expeeriences an nd their ideaas. Formalization of th he theory oof constructtivism is generally attributeed to Jean Piaget, whho articulateed mechanisms by wh which knowledge is internallized by leaarners. He suggested that throug gh the proccesses of acccommodattion and assimilaation, indivviduals con nstruct new w knowledg ge from theeir experiennces. The core of learningg process iss not the teaacher but stuudents. The teacher only plays a ro role as an orrganizer, a directtor, a helper and a promoter. p T This method dology focuses on m making the students activelyy construct their know wledge learnning themseelves (Tobias, S.; Dufffy, T. M. 2009). 2 It requiress the teacheers change their t roles tto be the gu uiders, helpeers or prom moters insteaad of the knowledge fillers and a suppliers. The studdents should d be the con nstructors oof knowledg ge rather 96 w www.macrothin nk.org/ijele Intternational Jou urnal of Englissh Language Education E ISSN 2325-0887 2 2016, Vol. 4, No. 1 than passive receivvers. 3.1.2 Pssychology Theory T Early laanguage leaarning is likely to resullt in long-term outcomee if learningg is maintaiined and reinforcced later. Penfield & Robert’s R (1 959) study on lateraliization dem monstrated that t it is better tto start to learn a foreign f lannguage befo ore puberty y. Howeverr, results of o other experim ments indicaate otherwisse. Lateralizzation occurrs before four years oldd, and that does d not interfere with the language acquisition (Krashen, 1973). Latteralization can take place at d people, and thhe critical period p is not a certain aage (Scovell, 1981). differennt ages for different Howeveer, researchh suggests that childrren do hav ve advantag ges in speeech percepttion and mentaliity. Generallly speaking g, preschoollers have so ome psycho ological advvantages wh hich can facilitatte the learnning of a foreign lannguage. Baased on preeschoolers’ psychology y, some teacherss have triedd to transfo orm languaage learning g to interesting gamess so as to offer o the studentss with sufficcient comm munication ccircumstance. For thee sake of age, a most preschoolerrs’ ability to control and regulaate their mind m and behavioors is still weak and they are ssusceptible to most distractions so that theey can’t concenttrate for a long time. According to Cooperr, Moodley & Reynelll (1978), ch hildren’s attentioon develops as they gro ow older. In the third yeear, single-cchannel atteention devellops and attentioon must be fully obtain ned to shiftt to a differrent task. In n the fourthh year, child dren can control their own focus f of atteention to som me extent. In I the fifth year, y they ccan perform m another g directionss. By the sixxth year, th hey have activityy while listeening to thee teacher whho is giving developped flexiblee and sustaained attentiion. To hellp kids sustain their aattention, a teacher should manage to prevent theem from beeing distractted by irreleevant thing s and focuss on one task. 3.2 Advvantages of Game Teaching 3.2.1 Beeseem the Preschool P Sttudents Most off the studennts in kinderrgarten are aat the age of 3 to 6, wh ho love fun aand playing g games. Mark P Pennington (2008) stattes that moost studentss share the following characteristics: (1) Curiouss and williing to learn things thhey consider useful; (2) Enjoy solving “rreal-life” problem ms; (3) Neeed to feel part of a ppeer group p, consisting g of boys and girls, and are influencced by peer pressure and conforrmity to theeir group; (4) ( Prefer aactive over passive learningg activities that involv ve working with their peers; (5) Need N adult support, gu uidance, and calm m directionn. In kinderg garten, the 33-year-olds can sustain their attenttion for 3-5 minutes, the 4-yeear-olds aboout 10 minu utes, and thhe 5-year-oles 10-15 minutes. Thee praise and support from thhe teacher caan serve as an importannt source fo or self-regulation in thee kindergarteen. With teacherss’ encouraggement and d disciplinne, children n are moree likely too develop positive self-esteeem, becom ming more responsible, r , and will fo ollow through assignedd activities. English teachingg which strresses gram mmar learniing and meemorizing may m make the kids lo ose their interest and motivaation. Games fit the pssychologicaal features of o preschoool students, for they can easily grasp thhe students’ attention aand improvee their interrest in learnning English h. When playingg a competittive game, students s aree trying their best to wiin or stand oout on the behalf b of 97 w www.macrothin nk.org/ijele Intternational Jou urnal of Englissh Language Education E ISSN 2325-0887 2 2016, Vol. 4, No. 1 their teeam. They may m behave very actiively while playing beecause theyy want to have h the chance to show, too score and to t win. By means of games g teacher can accoomplish the purpose of learnning in playiing, and plaaying in learrning. 3.2.2 Prrovide Learrning Motivation One of the main reasons r why y games aree considered necessary y learning aaids is that learners are mottivated to leearn the lang guage whenn they are in n a game. McCallum M (11980:9) emp phasizes that “gaames autom matically stim mulate studdent interestt, and a pro operly introdduced gamee can be one of the highestt motivating g techniquees.” “Gamees spur mottivation andd students get g very absorbeed in the coompetitive aspects of games; mo oreover, they y try hardeer at games than in other ccourses” (A Avedon, 19 971). In otther words,, games sttimulate stuudents’ intterest in classrooom activitiees and as a result, r studeents becomee motivated and are willling to learn n. To partticipate in a game, th he studentss need to master m the new ideas , words, grammar, knowledge, and soo on, which the teacher have presen nted to them m before. It can be cleaarly seen that gam mes can caapture studeents’ attentiion and participation. They can provide a learning motivattion to studdents which h urges theem to learn n more. Ev ven in a veery easy gaame like dictatioon, students also must be b very conccentrated in n order to wiin. 3.2.3 Loower Studennts’ Stress Anotherr advantagee is that sttudents’ anxxiety in lan nguage learrning decreeases as games are employyed. In convventional language classs, learners often feel stressful beecause they have to be conffronted withh the unfamiliar target llanguage. Besides, B learrners may bbecome too anxious about bbeing criticiized and pu unished by their teach hers when they t make a mistake. Schultz (1988) argues thatt stress is a major hinndrance in language leearning proocess. This process [Learninng language in traditio onal way] iss by its natu ure time con nsuming annd stress pro ovoking. It raisess the stress level to a point p at whiich it interfferes with sttudent attenntion and effficiency and unddermines motivation. m One methood has been n developed d to make sstudents forrget that they aree in class, reelaxing stud dents by enggaging them m in stress-reeducing taskk (games). Games are advantaageous at th his point beecause they reduce anxiety, increaase positive feelings and imp mprove self--confidence because leearners will not be affraid of likkely punishment or criticism m while praacticing the target languuage freely in games (C Crookal, 19990:112). 3.2.4 Offer the Oppportunity fo or Real Com mmunication n To deveelop an efficient and effective leaarning system m, teacherss need to prrovide an op pen, and flexiblee learning environmentt for learnerrs, for learn ning environ nment playys an importtant role in English class. Games G bring g in real-lifee situations to the classsroom, provviding learn ners with more opportunitiess to use th he target lannguage. In playing gaames, variouus contextss can be ous learninng because learners’ attention iss on the message m created to enablee unconscio conveyeed, not on the t linguisttic forms. T Therefore, when w studen nts focus onn a game, they t can acquire language to some extent e in tthe same way w they acquire a theeir mother tongue. Celce-M Murcia (19779:54) notess that “in ggames, langu uage use taakes precedeence over language practicee, and in this sense gam mes help brring the claassroom to the real woorld, no mattter how 98 w www.macrothin nk.org/ijele Intternational Jou urnal of Englissh Language Education E ISSN 2325-0887 2 2016, Vol. 4, No. 1 contriveed they mayy be.” Play ying games in the classsroom can enormouslyy increase students’ s ability in using language beecause studdents have more chan nces to usse languagee in the situationns providedd. 4. Effecctive Gamee Teaching 4.1 Thee Principle of o Designing g Games There aare a great number off games forr teachers to o choose in n language class (see Andrew Wright,, 2006). How wever, in deeciding whiich game to o use in a paarticular claass and whicch game will be the most apppropriate and a most effficient with h their students, teacheers must tak ke many factors into accounnt. 4.1.1 Puurposeful First off all, games must be deesigned with th specific purposes. p They should not be regaarded as marginaal activities, filling in odd o momennts when teaachers and class c have nnothing better to do. Becausee classroom m games arre devices ffor teaching g, they must be closel ely related with w the languagge knowledgge. If a gam me designedd only to make m studen nts happy, itt is only an n ordiary game nnot fit for language l teaching. A classroom game mustt be approppriate and carefully c plannedd. Brumfit, Christopher C r, Moon, Jayyne and Ray y Tongue (1 1995:33) deemonstrate that t “we should consider whhether the game-like g aactivity is fo or children only to maake the lesso on more attractivve and proteect them fro om being boored or wheether we ten nd to revisee and practice some particullar part of grammar, vocabulary, v , etc. It is important not to wasste our timee. Some activitiees have too complicateed rules or oon the otherr hand, some activities are too sim mple, and both thee cases makke children speak s their native langu uage, which h we definittely want to o avoid.” So, when designinng a classro oom game, we should d consider sufficiently s about the key and l leaning to covver, and wh hat knowled dge or abilitty we want students difficultt points of language to acquuire throughh the game.. In generaal, the following aspeccts are alwaays included in the outliness of designinng the classsroom gamees for teachiing English in kindergaarten (Jiang g, 2010): a. Maake the studdents review w the words they have learnt l and enlarge theirr vocabulary y. b. Im mprove theirr interest in learning Ennglish and help h them en njoy learninng. c. Deevelop the students’ abiility of listenning, speak king and com mmunicatinng. d. Ennhance the cooperative c spirit. 4.1.2 Innteresting One off the functioons of gam mes is to im mprove stud dents’ intereest in learnning English h. If the games are boringg or dull, how can tthey implement this function? IIn addition n, being unt first. interesting is one of the mosst prominennt elements that should be takenn into accou When w we designinng a game, we w should m make sure th hat the gam me is attractiive enough to grasp studentss’ attention and make them eager tto take a paart. Howeveer, it shouldd be kept in mind that tthe main fu unction of gaames is teacching langu uage, but not justt making fuun. It is nott advisable to play gaames only for f games’ ssake, that is, i while 99 w www.macrothin nk.org/ijele Intternational Jou urnal of Englissh Language Education E ISSN 2325-0887 2 2016, Vol. 4, No. 1 enjoyinng playing, students miss m the oriientation to otally to prractice the target lang guage as requiredd. What’s more, m if stud dents get tooo excited, it’s hard forr teachers tto control th he class. The deggree of enjooyment shou uld be evaluuated and ob bserved accordingly. 4.1.3 Vaarious Althouggh most gam mes are inteeresting, it ddoesn’t imp ply that teacchers can fixx on one orr several games. If the teachhers don’t alter a the form ms of gamees flexibly, students aree liable to get g tired, and gam mes will beecome borin ng and losee its amazin ng function. For exam mple, a teach her may choose the guessinng game to teach t vocabbulary in un nit 1, unit 2, and unit 33. When it comes c to unit 4, bbefore the vocabulary v class, the sttudents mig ght already figure out w what they arre going to do annd lose the interest in it. But if thhe teacher uses u Bingo in unit 1, R Riddle in un nit 2 and Compettition in unnit 3, then in i unit 4, thhe studentss will be ex xpecting som omething no ovel and eager too get well prepared p forr it. So teachhers can ch hange differeent forms oof games altternately when ddesigning the class. Varrious and crreative Gam mes can help p to keep sttudents’ entthusiasm in learnning Englishh. 4.1.4 Heuristic It is a ccommon sennse now thaat in L2 claass teaching language knowledge k iis far from enough, and devveloping stuudents’ com mpetence foor communication has become thee main objeective. It requestss that the teeaching activ vities shoulld be closely y related to real life, insspiring imaagination and enlightening too innovation n. So the gaame design ned for the use u in the cllassroom sh hould be heuristiic. When pllaying gamees, teachers are suppossed to give some tips oor directionss to lead studentss to think inn English and a use Engglish, insteaad of just prresenting thhem the new w words and struuctures and ask them to o practice. 4.1.5 Sttudent-centeered In the ttraditional class, c teach hers used too play a rolle as a lead der and dom minator (Yu u & Niu, 2010). A And what sttudents need to do is liistening to them t and tak king notes, trying to memorize m what iss taught annd recall it in examin ation. How wever, Consstructivism theory deeems that teachingg should bee centered on studentss rather thaan on teachers so as too achieve th he main objectivves of teachhing. Teach hers are exxpected to give g more time to thee students to learn throughh more com mmunication n practice inn class. On ne of the fu unctions of game meth hod is to developp students’ oral compeetence and tthe games are student-focused acctivities. In playing games, learners aree encourageed to take m more active role in theirr learning pprocess. As a result, they caan have a chance to o develop ttheir comp petence rath her than juust learn language knowledge. 4.2 Thee Procedure of Game Teaching Te It is neccessary for those who want to usee games as a learning aid a to be cooncerned about how to use thhem effectivvely. What should theyy do in pre-g games, whille-games annd post-gam mes? 4.2.1 Prre-games First off all, determ mine the pu urpose. We know that games are not just foor fun. The teacher 100 w www.macrothin nk.org/ijele Intternational Jou urnal of Englissh Language Education E ISSN 2325-0887 2 2016, Vol. 4, No. 1 should kkeep in minnd what stud dents wouldd learn thro ough these games. g So bbefore using g a game in class, teachers shhould confiirm the purppose of this game. If they want to uuse a game to teach vocabullary, they shhould ensurre which woords studen nts are requiired to mastter during th he game first. Buut what theyy should pay more atteention to is the t knowled dge they cho hoose to teacch in the game sshould fit thhe level off the studennts’. Here is an episo ode excerptts from Cla assroom Activityy 5 Nov, 15, 2006. Episodee 1: Numberr game is a game to co onsolidate tthe numberss. Accordin ng to the teaaching mateerial and teachingg plan, the simple s num mbers are arrranged to bee taught in Unit U 6 PEP11 for Grade 3. T: Now let’s count the numberrs from one to ten then ten to one. One, tw wo, three, foour, five, sixx, seven, eig ight, nine, ten, t ten, nin ne, eight, seeven, six, five, four, three, tw wo, one. Haands up Ss :(maany of the stuudents put their t hands up but som me students do d their otheers things.) Ss: Onee, two, threee, four, five, six, seven, eight, nine,, ten, ten, niine, eight, sseven, six, five, fi four, three, tw wo, one. S1: Onee, two, threee, four, five, six, seven, eight, nine,, ten, ten, niine, eight, sseven, six, five, fi four, three, tw wo, one. (O Others laugh h with hahahha) T: Very good, a gam me for you!! Miss He says one (showing ( on ne finger), yyou should 一个人站。 。 Miss Hee says two (showing (s two finggers), 两个 个人站在一起 起,没有找 找到朋友的回 回到自己的 的座位上, back to youur seats. Miss He says four (showing fo our fingers),, 4 个人站在 在一起,没 没有找到朋友 友的回到自 自己的位 子上,back to youur seats. Understand? Who is the winner? Come oon, leave your seat, 离开位置。 离 Ss: OK!! (While 6 boy studeents sit all th he same.) T :( Sayy to the 6 stuudents) Com me on, let’s pplay. S1: 老师 老师,我不想 想玩,太幼稚 幼稚啦, 太简 太简单啦,不 不想玩。 S2:就是 是啊,我们大 们大了,才不 不玩这种游戏 游戏呢。 T: Neveer mind, now w listen, onee. Ss: Stannd lonely. T: Two nds with a bboy and a girl g stands with w a girl inn pairs and d the last Ss: Stannd in pairs. (a boy stan boy hass to stand with w the girl but they staand far aparrt.) 101 w www.macrothin nk.org/ijele Intternational Jou urnal of Englissh Language Education E ISSN 2325-0887 2 2016, Vol. 4, No. 1 T: Three Ss: Stannd with otheer two child dren (standi ding with thee same gend der as beforre. At last two t boys and twoo girls havee not found d their friendds. They do o not want to leave theeir friends with the differennt sex. At lasst, two boyss go to theirr seats direcctly with thee words “ 我 我们回去好 好啦,不 玩了,我才不跟女 女孩子一组 组呢”。 Twoo girls havee to go back to the seatss too. Since thhe game is too easy, some studennts lose inteeresting in playing p the game. In th he same way, iff the game beyond thee current linnguistic lev vel too mucch, it also ddecreases students’ s interesting. Second, choose thee pattern. Because gam mes are vario ous, teacherrs should chhoose one paattern of which is thee most suittable for thhe purpose of this gam me. Such aas they can n choose them w guessinng game, binngo, charad des to teach vocabulary y, use role-play, make ddialogues, su urvey to teach grrammar, or tongue twisster, songs, gossip to teeach oral En nglish and soo on. Then, m make out thhe rules step p by step. B Before explaining the rules r to thee class, the teachers should first undersstand clearly y how the ggame is plaayed. It concludes when en to use thiis game, whetherr the studennts will be divided d intoo pairs or groups, g what the studennts are askeed to do, what thhey cannot do, d and so on. The lastt one, makee the preparation. Sincee it is ratherr difficult to o find a gam me that meetts all the needs oof the purpooses, carefull preparatioon of teacheers is necesssary. Teacheers may neeed some extra eqquipment or o materials to play thhe game, bu ut most of the t time thhese equipm ment and materiaals are not available a in the. So theyy should maake a good preparationn before plaaying the game. 4.2.2 W While-gamess When iit is time too play the game, teacheers should explain e its rules r to stuudents first and in a direct aand non-com mplicated way. w If the students caannot underrstand how w to play th he game, there is no educatioonal purposse in playingg the game. So it may be b necessarry to use thee mother t rules, ass they are juust preschool students who merelyy touch Eng glish for tongue to explain the a short time. In adddition, dem monstration s may also be necessaary, becausee they can help the studentss to understtand the rulees clearly annd easily. Episodee 2 T: Now let’s play a funny game, 我们来玩 玩一个有趣 趣的游戏。 Ss: Greeat! T: Do aas T Say, 找 找我说的做. 当我说 A Act like A, 你们就 你 2 个人或者三个 个 三个人合作,用身体 部位摆 摆出相应的字 字母 A。如果 如果我说 Acct like B, 你们该怎么做 你 做呀? Ss: 两人 人合作摆出 出一个 B。 T:Greeat! Now let’s begin。Act like A.. Ss posee A 102 w www.macrothin nk.org/ijele Intternational Jou urnal of Englissh Language Education E ISSN 2325-0887 2 2016, Vol. 4, No. 1 T: Act like Z. Ss posee Z… ((Classroom Activity 8 Oct 31, 22005) Then, inn playing thhe game, teeachers shouuld play a role r as a dirrector (lookk at episodee 2) or a particippator insteadd of a lead der. As a diirector, the teachers sh hould contrrol the who ole class during the game, direct the students too play the game succeessfully andd then achieve the purposee of the gaame. And in i the makke dialogues, discuss, survey andd make rep ports, or role-plaay games, thhe teachers can play a role as a participator, p , they shoulld join in th he game with thee students. It I can help the teacherss to know more m about the studentss, give som me tips to them annd help thee students to o finish thee game. It can c also lower the stuudents’ stresss if the teacherss can join thhem. Furtherm more, teachhers are nott recommennded to inteerrupt to co orrect the m mistakes of students during the game.. Accordin ng to Celcce-Murcia (1979:54), ( “interruptioons should d be as infrequeent as posssible so as not to deetract from the studen nt’s interestt in the gaame. An alternattive to immeediate correection is to m make note of o errors and discuss thhem when th he game is over””. Thus, if thhe students make mistaakes in gam me, the teach hers shouldd remember in mind and corrrect the coommon misttakes in thee class or ask a the stud dents to try to correct them t by themsellves after thhe game, butt not correcct them imm mediately. Besidess, during thee game, teacchers shoul d pay moree attention to o the studennts who are shy and often bee quiet in thhe class. Playing gamees is a good d way to im mprove the sstudents’ in nterest in learningg English annd lower their stress. Inn this situattion, the shy y students w will also be eager to show thhemselves. So the teacchers shouldd give them m more enco ouragementt and chancces, help them too be more coonfident in learning l Ennglish. 4.2.3 Poost-games After playing the game, g the teachers shoould make an a evaluatio on and concclusion to students. s They shhould praisee the studen nts who havve done bettter in the game and enncourage tho ose who are not active enouugh. The teeachers cann also give the t winner some prizee – a little paper p of flower which mayy not be of any significcance to ad dults but forr the little kkids it may mean a great hoonor and prride, they arre very fondd of it and glad g to tell their parentts they havee done a good joob in the kinndergarten. In addittion to all of these, th he last thingg teachers should s do is i to make a reflection n of this game. IIt contains the questio ons of wheether the purpose of the t game iis achieved d or not, whetherr there any problems p in n playing thhe game, how w to improv ve it next tim me, and so on. In geneeral, these are a the proceedures and some details should bee paid attenntion to wheen using games eeffectively in i the kindeergarten. 5. Concclusion Game m method is of great vaalue and caan be used to develop p kids’ langguage competence, becausee it fits in with w the charracteristic o f kindergartten studentss, provides llearning mo otivation, lowers their stresss, promotees their com mmunicatio on in coop peration, annd gives th hem the 103 w www.macrothin nk.org/ijele Intternational Jou urnal of Englissh Language Education E ISSN 2325-0887 2 2016, Vol. 4, No. 1 opportuunity for gennuine comm munication. Far more than t just beiing played ffor fun, it has h great educatioonal valuess in languag ge teaching and learnin ng. Since gaame methodd is such a precious p aid in teeaching English, teach hers should pay more attention a to it and try tto use it efffectively, instead of using it just j in ordeer to make sstudents feeel funny or as a a marginnal activity filling f in a class haave nothing better to do o. odd mooments whenn teachers and Referen nces Avedonn, M. E., & B. S. (197 71). Brian L Learning thrrough Games. The Stuudy of Games, New York: Joohn Wiley & Sons. pp. 315-321. Brumfitt, Christophher, Moon, Jayne, & R Ray Tonguee. (1995). Teaching T Ennglish to Children: C From P Practice to Principle. P London: Lonngman Grou up UK Limiited. p. 33. Brown H Douglas. (2001). Understandin U ng Research in Second d Languagee learning. Beijing: nd Researchh Press. Foreignn Language Teaching an D. (1995). Games. Byrne, D G Tea aching Orall English. Harlow: H Long gman Group up UK Limitted. Celce-M Murcia, M., & L. McIn ntosh. (Eds .) (1979). Teaching T En nglish as a Second or Foreign Languaage. 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Copyriight Disclaiimer Copyrigght for this article is reetained by tthe author(ss), with firsst publicatioon rights grranted to the jourrnal. This is an open-aaccess articlle distributeed under th he terms an nd conditioons of the Creative C Commoons Attributtion license (http://creaativecommo ons.org/licen nses/by/3.0//). 105 w www.macrothin nk.org/ijele
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