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As we have been assigned with the first assignment of looking for three journals with

the same media, it is the time to come up with the journal review for those journals. The
media that I have chosen for my journals is digital games.
The first journal entitled Digital games for English Classroom by Nancy B. Sardone
is discussing on how digital games help teachers in teaching English and making the learning
process for students become more interesting and fun. The research that had been done shows
that students will pay more attention when they play games. Therefore, with the guided
game-based lesson, students will be able to acquire English language in comfortable
communication situations and they will not be embarrassed in attempting to use the language
and making mistakes. Besides, according to recent research by experts, nowadays students
spend most of their time surfing the internet and playing online games. The guided game-
based lesson does not only allow students to be expressive but it also builds their critical
thinking. According to Sardone, web- based games are useful for teachers and students in
English curriculum; they can be used as a starting point for teachers to gain the students
attention, to reinforce the lesson concepts, or perhaps provide a focus for classroom
discussion in which students can share their views and opinions. This is due to the fact that
students have more chances in learning subjects and contents more in-depth with games than
perhaps a book would provide, particularly if they are not avid readers. That is why
Sardones research suggested that gaming has the potential to be an exciting and useful
instructional resource for teachers.
The second journal is a research done by Jonathan de Haan with the title of
Teaching and Learning English through Digital game Projects . The digital game projects
were held in a digital game library at a rural Japanese University with some students who are
using English as their second language. The two projects were the role playing creation and
game magazine creation. Both of these projects were conducted, written and created fully in
English language under the observation and guidance from de Haan. Throughout the whole
process of executing those two projects, de Haan finds out that the projects created
opportunities for students to develop their speaking skills, listening skills, reading skills and
speaking skills.de Haan suggested that the projects seem to best suited to language teachers
who are comfortable varying the structure and focus of instruction. It may not fit into
traditional English language classes but teachers are urged to be mindful of what and how
their students like, want and need to learn.
Finally, the third journal entitled CALL in the form of Simulation Games: Teaching
English Vocabulary and Pronunciation through Sims is a research done in Khoramshar Navy
University intended to prove that Navy simulation game has an effect on better English
vocabulary and pronunciation learning of sailors and marines. This research is somehow
related to the research done by Jonathan de Haan in 2011 in Japan. The main point
highlighted in this journal is that the young language learners in todays life are doing lots of
their activities through new technologies and learning new language is not exception for
them. Young learners find that traditional way of learning is boring. Therefore, games such as
simulation games are the best option especially for the young generation because the y can
develop their skills without fearing of committing mistakes.
The key points in these three journals are findings on how digital games can be an
interesting and fun way of teaching and learning process for both teachers and learners. Since
most of the students nowadays used technologies in their daily lives, digital games stimulate
interest in learners and learners would participate more since they have more opportunities in
using English language freely without fearing of making mistakes. Besides, mistakes are a
part of learning process.
After reading these three journals, I find that digital game is not only a game that is
for fun purpose but it is also a way that teachers can use to teach language in the classroom. I
find it quite interesting because digital games are meant to be play for fun but the research
proved that digital can be an interactive way of teaching language especially English
language. It is interesting due to the way it will be conducted and how the students will cope
with the game-based learning. In fact most students will feel at ease since it is a common and
fun thing for them to do. This is supported by what Brian Tomlinson mentioned in his
research that materials should help learners to feel at ease. He believes that materials can help
learners to feel at ease in a number of ways. As an example, he said that most learners are
more relaxed with materials which are trying to help them to learn than they are with
materials which are always testing them.
I find it quite true because when I was working as a tutor in a tuition centre, most of
the students feel bored with the traditional method of teaching but when it comes to games
especially digital games, they can talk about it until the class is finished. I even asked some of
my students on why they are interested in playing digital games and they told me that digital
games is one of the way of learning English language because they have to read and listen in
English language and they also have to communicate in English and they are not shy in using
the language to communicate with each other.
As a future teacher, I find that digital games can be beneficial yet risky. This is due to
the fact that some second language learners need a direct guidance from the teacher. If
teachers are using digital games in teaching and learning process, there might be some
problems regarding the students ability in speaking and communicating since all they do is
type, listen and read the instruction of the games. It is true that they gained and improved in
their vocabulary but there are big possibilities that they cannot perform well in a real life
situation since all they do is sit behind the computer and type. It would be much better if the
traditional way of teaching and learning are executed and added with some help of the
technologies. I believe it will be more effective since language is widely used for
communication purpose. As Tomlinson said in his research, materials should provide learners
with opportunities to use the target language to achieve communicative purpose. Learners
should use the target language widely not only in reading and writing but also in speaking.
Interaction can be achieved through activity such as opinion gap which require learners to
communicate with each other to close the gap, maybe with the topic of digital games. It will
be more interesting yet benefits both teachers and learners.
Furthermore, we need to consider whether the facility is enough for the students so
that they can experience the games and give feedbacks whether it is good and appropriate or
vice versa because not all students can afford of having all this necessity at their house. It will
be tough job for the teacher since they need to observe each and every student in the class
when they play games. It will be time consuming and bothersome since digital game needs
internet connection. Through my experience and my point of view as a student, I find that it
is quite bothersome and burdensome for the students to learn using digital games especially if
the facility such as computer is not enough. We have to share computers with some students
and perhaps lose interest in learning it because we dont feel comfortable. It will also be hard
for the students to learn language using digital game because it require internet connection
and students will not exactly know what they are doing because it may be a fun activities but
it also can be a distracter for them.
These journals make me thinks of my role as a teacher in a classroom which I think is
very vital because even with the existence of modern technologies, teacher personal teaching
and guidance are the best lesson that students can get. It will be more effective and we can
get the actual results straight away since it is one on one lesson. Apart from that, teacher can
ensure that students will acquire the language and use it wisely rather than assuming the
learners proficiency in English language. However, I cannot deny that digital games can be
one of the ways of teaching language but maybe it will need some improvements in order to
fit the needs of the second language learners.
My readings on these journals have opened my eyes in improving my strategies,
methods and approaches in teaching English language. It is common to use modern
technologies nowadays in a classroom, but it would be better if it is accompany with the
traditional elements such as the explanations by the teachers and guidance one on one by
teacher in the class. The teaching process needs to be interactive and fun as fun as the digital
games. Teacher should be more creative in teaching language and engage students in
discussion by encouraging and praising them. Use the media wisely to stimulate the students
interest in the classroom so that they will have the desire on learning more about the
language.
In conclusion, digital games can be a part of teaching lesson but it still needs some
improvements and guidance from the teacher in order for the students to learn effectively. It
may not fit in the traditional classroom but the teacher needs to be creative and use whatever
that she or he has to teach the students. To take digital games as the whole teaching plan is
almost impossible because we are not that modern yet and we are still in the stage of
developing. That is the reasons why teaching lessons need to be interesting and alive so that
students will be more excited instead of getting bored. It is vital for teachers to prepare and
have a very good yet interesting instructional media kit to help them in teaching language to
maintain the interest among the students.






REFERENCES
DeHaan, J. ( 2011). Teaching and Learning through digital game projects. Digital Culture &
Education. Retrieved October 20
th
,2013 from
http://www.digitalcultureandeducation.com/cms/wp-
content/uploads/2011/04/dce1046_deHaan_2011.pdf
Hussien Meihami (2012). CALL in the form of Simulation Games: Teaching English
Vocabulary and Pronunciation through Sims. International Letters of Social and
Humanistic Sciences. Retrieved October 20
th
,2013 from http://www.ilshs.pl/wp-
content/uploads/2012/11/ILSHS-8-2013-57-651.pdf
Sardone B.,Nancy ( 2008). Teaching English with Technology, vol. 10, no. 1, pp. 35-50, Digital Games
for English Classrooms. Retrieved 25
th
October,2013 from
http://www.tewtjournal.org/VOL%2010/ISSUE%201/on_the_web.pdf
Tomlinson, B (1998), Materials Development in Language Teaching. Cambridge University















MATERIALS DEVELOPMENT FOR THE LANGUAGE
CLASSROOM
BIS3023
ASSIGNMENT 1
JOURNAL REVIEW

GROUP : GROUP C
NAME : ROSLI BIN ASMAT
MATRIC NO. : D20111047757
LECTURER : DR. INTAN SAFINAS BINTI MOHD ARIF
ALBAKRI

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