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The impact of songs and games in english language teaching

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par Ndiaga SYLLA
Université Cheikh Anta Diop de Dakar - CAEM 2010
  

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2.2 Songs and games in language proficiency

Surprisingly enough, educators' use of the term "active learning" has relied more on intuitive understanding than a common definition. Consequently, many faculties assert that all learning is inherently active and that students are therefore actively involved while listening to formal presentations in the classroom. Analysis of the research literature (Chickering and Gamson1987), however, suggests that students must do more than just listen: They must read, write, discuss, or be engaged in solving problems. Most important, to be actively involved, students must engage in such higher-order thinking tasks as analysis, synthesis, and evaluation. Within this context, it is proposed that strategies promoting active learning be defined as instructional activities involving students in doing things and thinking about what they are doing.

Use of these techniques in the classroom is vital because of their powerful impact upon students' learning. For example, several studies have shown that students prefer strategies promoting active learning to traditional lectures. Other research studies evaluating students' achievement have demonstrated that many strategies promoting active learning are comparable to lectures in promoting the mastery of content but superior to lectures in promoting the development of students' skills in thinking and writing. Then, one has to acknowledge that songs and games are the best ways to enhance students interest incommunicative learning as Hadfield J (1984) put. Further, some cognitive research has shown that a significant number of individuals have learning styles best served by pedagogical techniques other than lecturing. Therefore, a thoughtful and scholarly approach to skilful teaching requires that faculty become knowledgeable about the many ways strategies promoting active learning have been successfully used across the disciplines. Further, each faculty member should engage in self-reflection, exploring his or her personal willingness to experiment with alternative approaches to instruction

Games may have a number of potentials for foreign or second language learning. Most of these potentials are associated with the ability of games to provide learning environments that contextualise knowledge and provide immersive experiences for learners. As suggested by a recent review in Languages, technology and learning (Milton 2006) learning a language is different from any other subject in the curriculum as it combines explicit learning of vocabulary and language rules with unconscious skill development in the fluent application of both these things. For language learners this implies that they should be able to master both grammatical knowledge and fluency, the latter being often difficult to provide in classrooms where a couple of lessons a week may fail to provide the meaningful exposure to the foreign language required for learning. Games and simulations have been part of language learning for decades, and have had a role in supporting communicative approaches to language learning, i.e. in providing authentic and meaningful opportunities for language production and use. Game-based language learning has for instance supported fluency and Research, Reflections and Innovations in Integrating ICT in Education715 communicative competence by letting learners simulate or play real life situations, drama or narrative (Crookall 2007, Li & Topolewski 2002, Crookall & Oxford 1990). In addition to this puzzles and minigames such as Hangman have been used to enhance vocabulary acquisition and use. In this sense games have been associated with a move from the teaching of discrete grammatical structures to the promotion of communicative ability (Warschauer & Kern 2000, 1). According to Macedonia (2005) games may serve to proceduralise foreign language knowledge, i.e. to encourage and support fluency against the generally rule-based, declarative approach to foreign language teaching. In moving from declarative to procedural knowledge game-based language learning may serve to provide practice as well as a basis for the repetition of grammatical structures in the foreign language.

In Senegal foreign language education is a central part of the curriculum, as Senegalese citizens, being speakers of a minority language, need foreign language competence to communicate, learn and interact in a number of contexts at home and abroad. In secondary schools children are taught English from the first form (twelve years age group). Senegal has a long tradition for communicative foreign language education. This means that English is generally taught in English, teaching materials are as a rule authentic, and language activities are contextualised and related to everyday activities. In addition to this there is a focus on adapting instruction and learning to the needs of the individual learner. This implies that pupils are viewed as children who are motivated by and learn through play, musical and creative activities. In the 3rd form pupils will therefore generally have their first school based encounters with the English language through for instance songs, rhymes, dialogue, minigames and role-plays.

Receptive skills are given priority in the first phases of learning the language, which means that listening is central activity in the classroom. Text material is not generally given priority in the classroom in the first phases of learning the language. Finally, there is an awareness of the fact that students do not necessarily learn their initial English vocabulary in school, i.e. that many children learn English at an early age through the media, for instance television, films, music and computer games. This means that instruction and learning must relate to the fact that some learners have already acquired vocabulary and initial communicative experience when they start learning English in school. The principles for student's education in English in Senegalese secondary schools to some extent facilitate the use of games in the classroom. As mentioned above games have been part of language education for decades, and playful and creative approaches to learning the language are generally accepted both in formal and informal learning contexts. However, computer games have never had a central position in foreign language education, and schools and teachers are to some extent sceptical of the educational role of digital games. This may be due to what de Castell and Jenson call the «dominant cultural (op) positioning of play and education» (de Castell &Jenson 2003, 654), i.e. the fact that play and gaming are understood as representing childish activities that are potentially disruptive and antithetical to schooling. Gaming is, as claimed by de Castell and Jenson, a fundamentally unpopular culture in schools, a fact that influences teachers' views on gaming as well as their practice (de Castell & Jenson 2003). The role of the teacher as a gate keeper and negotiator of game-based instruction and learning is, as I will argue below, one of the central aspects of assessing and designing serious games for language learning in a global context

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