Sustaining connections: in-class learning and game-based learning in ELT
The need to develop language in different contexts. The way to solve and continue the work is to build connections between learning contexts through scaffolding, reflecting on students' prior knowledge and using students' tacit, intuitive knowledge.
Рубрика | Педагогика |
Вид | статья |
Язык | английский |
Дата добавления | 20.09.2024 |
Размер файла | 18,5 K |
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Sustaining connections: in-class learning and game-based learning in ELT
Artem Hurhish
Bachelor's student of the faculty of foreign languages
Chernivtsi National University named after Y. Fedkovich, Ukraine
Research advisor: Maggie Sterlikova
Assistant Professor at the Department of the English language Chernivtsi National University named after Y. Fedkovich, Ukraine
Summary
Nowadays, it is a deal of big significance to make our teaching innovative and enjoyable for the students. One of the ways is to implement online learning games in our ESL classes. There is a necessity to develop language in different contexts, but some students are becoming successful only under certain learning conditions. The way to deal with and proceed is building connections between learning contexts using scaffolding, reflecting upon students' prior knowledge, and using students' implicit, intuitive knowledge.
Keywords: English language teaching, SLA - second language acquisition, scaffolding, game-based learning, in-class learning, implicit knowledge, explicit knowledge, learning chunks, Bloom's Taxonomy
Introduction
Today, it is a deal of big significance not only to teach language but to teach it in different learning contexts with a sense of flow and enjoyment and extend language knowledge beyond classrooms. For example, one of the ways to make students enjoy learning is to digitalize classrooms with online learning games. However, we are always facing new difficulties to solve as far as learning via games and traditional learning are a significant difference. According to '`Scaffolding gamebased learning: Impact on learning achievements, perceived learning, and game experiences" by Ina Blau and Sarit Barzilai, one of the major challenges while gamebased learning is sustaining connections between knowledge students acquire while at school, being exposed to formal learning in traditional classrooms, and knowledge they acquire while playing learning-games [1].
As a result, the necessity of building connections lies in differences in two learning contexts: learning while playing and traditional in-class learning. The arising difficulty within the classroom is, to be specific, that some students show successful results while playing Kahoot or different learning game modes on Blooket, but, in the long run, end up not capable of showing similar results within the learning contexts of traditional classrooms. This leads us to the necessity of maintaining close connections between in-class and game-based learning and even extending this knowledge to the higher levels of Bloom's Taxonomy and beyond the classroom, as far as our final goal is never successful drilling or great results in learning games and always is reaching highly productive language knowledge our students acquire and can implement in grounded contexts of ESL usage.
Building connections between learning contexts
At this point, the question emerges: what are the causes of this phenomenon that happens in different learning contexts? According to "Learning context and its effects on SLA" by Joseph Collentine, and Barbara F. Freed, and considering the context sensitive theory of SLA, learning contexts determine the second language usage and acquisition [2]. language scaffolding intuitive
To be specific, the causes of this difficulty are:
- Differences not only in a context but in complexity
- Difference between students' explicit and implicit knowledge within two learning contexts [3]
- Different learning contexts include different levels of Bloom's Taxonomy.
- Overexcitement while playing results in losing connections with the learning purposes of an activity
Suffice it to say, that building connections between the following learning contexts is a valid way to deal with extending students' knowledge beyond the border of a learning game to proceed with higher levels of productivity.
What should be remembered is that one of the effective ways to build this connection is to scaffold game-based learning using a variety of scaffolding strategies, especially breaking learning into chunks to reduce the influence of a complexity and productivity gap between learning contexts, making our learning more gradual by splitting it into smaller parts that are easy-to-comprehend. Consequently, it is easier for students to make connections between them [4].
What has to be mentioned: another effective strategy is to reflect upon students' prior knowledge by making communicative context grounded for the students' experience [5]. Additionally, by creating similar linguistic (common vocabulary units) and communicative (purposes of language usage, narrative components of an activity) contexts within in-class and game-based learning. The matching communicative contexts encourage students' implicit knowledge to wake up and give teachers a chance to connect it to explicit knowledge.
Additionally, game-based learning brings us the challenge of students' overexcitement while playing. For instance, some students are seen to be overexcited competing while playing Kahoot or Gimkit (the last one is claimed to be "Kahoot on steroids"). As a result, the game itself becomes students' main priority. Flow and enjoyment while playing have to be a stimulus to learn, but not substitute learning entirely. Consequently, that is precisely why finding balance between a sense of flow and learning is an essential element of successful game-based learning [1]
Summing up the first and the second part of this article we are in front of a challenge of building connections between traditional in-class and game-based learning so that students' knowledge doesn't exist only within the borders of learning games.
Practical employment. Positive and negative outcomes
At this point of discussion, we are craving the practical employment of connecting knowledge within the learning game with the one acquired in the classroom. We conducted practical research with a group of 5 students aged 13-14 years, who were taught Past Simple via game-based learning. To implement learning games into the classroom and to scaffold it successfully, we used the EdApp web platform that gave us instruments to scaffold game-based learning via breaking it into chunks, giving visuals and audio recordings - courses on EdApp are made in a form of presentations preceded by learning games or quizzes. The choice of a web platform was based on the necessity to maintain a balance between enjoyment and learning - EdApp was an excellent option because it is not overwhelming us with playing sections and it is rather formal. Generally speaking, the structure of the lesson can be expressed by a "study and play" game-based learning approach, in which learners, via each separate chunk, are first introduced to the formal representation of information and then can play learning games [1] and do quizzes.
To be specific and give more details let us take a deeper look at the structure of the EdApp course:
Table 1
General information about the class
The topic of the class |
Past Simple structure |
|
Level |
A2 |
|
13-14 |
||
Main aim |
To learn new grammatical structure, how it is built, and in what contexts we may use it |
|
Materials used |
The lesson was created on EdApp educational platform, audios and visuals, Quizlet course on irregular verbs |
|
Game-based learning approach |
Study and play - first explicit knowledge and then - learning games |
|
Anticipated problem |
Students may find it difficult to understand the theory they are given in EdApp class |
|
Probable solution |
To give extra verbal support as a teacher to help students understand the material before playing |
Table 2
The structure of the edapp course
1) Contextual examples and analyzing them |
A learning game on learning chunks #1 and #2 |
- |
Playing a final learning game that gathers all the learning chunks together |
|
2) General exemplified rules. Past Simple "were/was" and "could/couldn't" |
||||
3) Past Simple regular verbs and orthography |
A learning game on a chunk #3 |
Playing a learning game on chunks #3 and #4 |
||
4) Past Simple irregular verbs |
A learning game on a chunk #4 |
|||
5)Past Simple negative |
A learning game on a chunk #5 |
A learning game on chunks #5 and #6 |
||
6) Past Simple interrogative |
A learning game on a chunk #6 |
As far as you can observe, the Past Simple grammatical topic is divided into learning chunks to make it easier for students to comprehend. Moreover, we made sure that the difficulty of learning games and the degree of language productivity is increasing gradually, step by step, making it to higher levels of Bloom's Taxonomy while progressing in learning games. What is important is that we introduced Past Simple in a certain communicative context that is familiar to the students in their first language (in this case - talking about past habits, historical facts, retrospectives) and take this communicative context to proceed with in-classroom activities beyond EdApp.
At this point, we are in the doorway to talking about the outcomes of practical research. The game-based learning conducted by us was successful and outcomes were generally positive. Therefore, we successfully built connections between learning contexts and learners felt a vague, almost imperceptible difference between them, despite feeling stimulating game enjoyment before and being exposed to a specific ESL usage context.
Nevertheless, it is the nature of any educational process to face errors and to reconsider everything to correct them. Let us pay attention to the small table about this:
Table 3
Negative outcomes with probable solutions
Negative outcomes |
Probable solutions |
|
One of the students found difficulties joining the EdApp course - this is considered to be a technical issue. |
To present the way of joining in advance via screen demonstration. If a physical classroom is digitalized, use an interactive whiteboard to show it visually or watch a tutorial on YouTube. |
|
One of the students, who was exposed to Past Tenses before in his learning experience, was confusing Past Simple with Past Continuous. |
We should reconsider our EdApp course and present Past Tense comparatively with Past Continuous for those students who have been already exposed to this grammar and reflect this way upon their prior knowledge. |
Summing up, we successfully identified ways of building connections between in-class and game-based learning contexts and proved it to be an efficient strategy in terms of giving a sense of flow and enjoyment with a simultaneous sustaining of balance between entertainment and learning. Even though we faced certain negative outcomes, it is our opportunity to reflect upon our research and reconsider problematic moments and things that can be found controversial.
References
1. [1] Ina Blau, Sarit Barzilai (2014). Scaffolding game-based learning: Impact on learning achievements, perceived learning, and game experiences. URL: https://www.researchgate.net/publication/259127159_Scaffolding_game- based_learning_Impact_on_learning_achievements_perceived_learning_and_game_expe riences
2. Joseph Collentine, Barbara F. Freed (2004) Learning Context and Its Effects on Second Language Acquisition: Introduction. URL:https://www.researchgate.net/publication/231914507_Learning_Context_and_Its_E ffects_on_Second_Language_Acquisition_Introduction
3. Sepidah Mehraein, Hamideh Marefat, Hossein Karami (2022): L2 English Knowledge: Implicit, Explicit or Automatized? The Role of Structure Difficulty. URL:https://www.researchgate.net/publication/359921315_L2_English_Knowledge_Impl icit_Explicit_or_Automatized_The_Role_of_Structure_Difficulty
4. Elizabeth Mulvahill (2021): 15 Ways to Scaffold Learning. URL: https://www.weareteachers.com/ways-to-scaffold-learning/
5. Chris Drew (2021): Instructional Scaffolding In Education (Examples & Techniques) URL: https://helpfulprofessor.com/instructional-scaffolding-strategies/
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