Page 8 - GAME ON E-BOOK
P. 8

This book covers a range of meaningful and creative activities intended for both


                     teachers, lecturers and language facilitators as a practical guide to create


                     purposeful and impactful activities for the learners of English language. The

                     process of planning and designing language programmes can be challenging as


                     well as overwhelming endeavour for teachers, lecturers, and language facilitators.


                     To conclude, the language activities in this book have been implemented; tried

                     and tested, and carefully written to provide a step-by-step guide prior to


                     publication.













                     2.0 Exploring Language Activities / Language Games






                            The objective to run a language learning programme or course is to achieve


                      useful learning goals. A variety of language activities that are lined with large

                      amount of comprehensible inputs are without doubt to ensure students’


                      understanding of the intended topics. However, going through a few lessons, from


                      8 in the morning until 4 in the afternoon with almost all activities being carried out


                      in the same manner, can be the utmost boring ordeal for keen learners.




                             Thus, students should be given the opportunity to welcome lessons and


                      embrace the content diversity designed and prepared by the lecturers. The

                      activities are laced with games which allow them to apply the taught or learnt


                      theory or skills in a fun way.  Teachers and lecturers can make an all-out effort to


                      prepare different kind of materials for the classroom’s game time such as


                      crossword handouts and pictorial cards. Language games using game-based

                      platforms or mobile-assisted language learning such as Kahoot, Quizlet, Padlet,


                      GoFormative et cetera is now more prevalent as teachers and lecturers finding


                      their ways to elevate learning content and to fulfill the intended learning goals

                      while creating an interactive and safe learning environment.





                            Games in general never fail to bring fun and laughter in any classroom. In fact,

                      if there is an injection of competition, the fun will just intensify while the classroom


                      will be simply filled up with laughter. Every learner will be able to enjoy


                      themselves learning the input and using the language both receptively and

                      productively.



























                                                                                                                                                   GAME ON!
                                                                                                                                                                            3
   3   4   5   6   7   8   9   10   11   12   13