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The purpose of this study was to find out how far computer games are considered useful and

effective way of teaching in second language acquisition by young learners and aims to find out
which types of computer games are the most educational for L2 learners particularly young
learners. The data was collected through survey that included 10 questions. It focuses on the
teenagers and the data is useful in a sense that it provides insights to the teachers about what young
learners think about the role of games and how far they believe that it helps them learn vocabulary
and grammar structures. The paper stresses on “edutainment”, created from two words, education
and entertainment, the concept of passing down the knowledge by electronic equipment and using
some elements of entertainment. Author points out that it raises the motivation for learning and
memorizing and improves the efficacy of those processes and help acquire the language faster. A
learner is learning while focusing his attention on good fun and amusement. The research paper is
well organized- relating the previous researches while investigating the connection between
playing computer games and learning a second language. The data collection was also attracting
as it included variety of questions along with a specific question where the participants were asked
to give examples of some structures they learnt while playing games. The study has pedagogical
implications for English teachers, because they will give them some clues concerning the choice
of computer games materials.
2,. THE IMPORTANCE OF USING GAMES IN EFL CLASSROOMS

The purpose of the study was to explore the importance of using games in EFL classrooms. The
study is significant as focuses on the effectiveness of gaming in Second Language teaching. It is a
detailed study and highlights the motivating factors and issues that students can overcome through
gaming activities. The research suggests that teachers often miss the fact that in a relaxed
environment it is mostly possible that real learning take place, furthermore learners are able to use
the target language that have been exposed to and have been practiced earlier by the learners. The
study highlights the major advantages of games such as games increase motivation and desire for
self-improvement, arise challenge and competition among students, develop students’ ability to
observe, clarity of rules and objectives, develop critical thinking, problem solving, and
imagination, games provide encouragement to interact and communicate. It also helps to avoid
memorization which is considered major obstacle these days in mastering second language. Games
are important for teaching English because they are a way to provide for learner not only having
fun and amusement with the target language but also practice incidentally. The study concludes
that games should be employed in second language learning classrooms in terms of providing an
atmosphere for EFL learners in which there are fun, motivation and high learning performance.

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