Sinopsis
This book aims at inspiring and helping English teachers, materials and textbooks writers, and games designers to explore new horizons in the classroom by adapting and/or creating their own ELT board games. It also helps them develop their own game ideas, designing approaches, solve design problems, and make strategic decisions regarding the implementation of such games. It shows them how to use board games to teach or reinforce the language contents taught, and discuss the theory, methodologies and process of designing and adapting such games. There are many educational and developmental reasons for incorporating such games in the classroom as learning activities. First, they are valuable for all language learners as they can be easily adapted to match their ages, levels, needs and interests. They also help build and develop fluency and confidence of the learners in practicing the newly learnt materials, and develop their vocabulary and grammar structures. They can be modified as communicative activities. This would be helpful for teachers looking for fun ways to liven up the classroom. These games are both motivating and fun as they help activate shy, reluctant or demotivated students. Additionally, they are versatile teaching and learning tools since they can be used to present and consolidate all language skills, and they help invest the time of class in meaningful learning activities and reduce the time of teacher’s explanations. Most importantly, they can develop students’ social and cognitive skills, and help them grow emotionally, and gain the self-confidence required to participate in new learning experiences and environments. When playing such games, the students learn a host of new things: being with other people, being physically and mentally active, getting new experiences, cooperation and communication with others, rising to challenges posed, being shown how to do new things, practicing language skills and having fun. It has been noticed recently that there is a strong demand for educational games due to various reasons. First, research being done on game-based learning has advanced and shown that well-designed games can drive meaningful learning experiences. The old view of classroom management has completely changed. The classroom has become a happier, more enjoyable and inspiring place for students to learn and play as well as stimulating creativity and work in pairs, groups, and teams. The most important change is the increasing concern about designing games that deliver rich and profound learning experiences. Curricular and their learning outcomes are now designed to be part of the gameplay and the students can apply what they have learned by playing games. Students are challenged to explore, experiment, and make mistakes with the language in a safe and fun classroom environment. They work toward achieving goals that are personally rewarding and match the learning objectives. In addition, game design increasingly emphasizes teamwork among players, so that students can acquire the interpersonal and intrapersonal skills. The aforementioned changes are good reasons for games to become more acceptable and accessible in schools. Thus, publishers are more enthusiastic to develop and publish ELT board games now and game designers have good opportunities to sell their games. This book has a vast variety of fun and highly engaging ELT board games to enliven the teaching-learning process in the class. The classification of board games and their adaptation process included in this book will also provide you with a great source of ideas for your classes. These games are categorized to help you easily find the type of game you are looking for. Apart from the language skills they develop, these games also enhance communication skills, cognition skills, deduction, social skills, strategic thinking, motor skills, concentration and memory, problem-solving, creativity and the like.
Reseña del editor
This book aims at inspiring and helping English teachers, materials and textbooks writers, and games designers to explore new horizons in the classroom by adapting and/or creating their own ELT board games. It also helps them develop their own game ideas, designing approaches, solve design problems, and make strategic decisions regarding the implementation of such games. It shows them how to use board games to teach or reinforce the language contents taught, and discuss the theory, methodologies and process of designing and adapting such games. There are many educational and developmental reasons for incorporating such games in the classroom as learning activities. First, they are valuable for all language learners as they can be easily adapted to match their ages, levels, needs and interests. They also help build and develop fluency and confidence of the learners in practicing the newly learnt materials, and develop their vocabulary and grammar structures. They can be modified as communicative activities. This would be helpful for teachers looking for fun ways to liven up the classroom. These games are both motivating and fun as they help activate shy, reluctant or demotivated students. Additionally, they are versatile teaching and learning tools since they can be used to present and consolidate all language skills, and they help invest the time of class in meaningful learning activities and reduce the time of teacher’s explanations. Most importantly, they can develop students’ social and cognitive skills, and help them grow emotionally, and gain the self-confidence required to participate in new learning experiences and environments. When playing such games, the students learn a host of new things: being with other people, being physically and mentally active, getting new experiences, cooperation and communication with others, rising to challenges posed, being shown how to do new things, practicing language skills and having fun. It has been noticed recently that there is a strong demand for educational games due to various reasons. First, research being done on game-based learning has advanced and shown that well-designed games can drive meaningful learning experiences. The old view of classroom management has completely changed. The classroom has become a happier, more enjoyable and inspiring place for students to learn and play as well as stimulating creativity and work in pairs, groups, and teams. The most important change is the increasing concern about designing games that deliver rich and profound learning experiences. Curricular and their learning outcomes are now designed to be part of the gameplay and the students can apply what they have learned by playing games. Students are challenged to explore, experiment, and make mistakes with the language in a safe and fun classroom environment. They work toward achieving goals that are personally rewarding and match the learning objectives. In addition, game design increasingly emphasizes teamwork among players, so that students can acquire the interpersonal and intrapersonal skills. The aforementioned changes are good reasons for games to become more acceptable and accessible in schools. Thus, publishers are more enthusiastic to develop and publish ELT board games now and game designers have good opportunities to sell their games. This book has a vast variety of fun and highly engaging ELT board games to enliven the teaching-learning process in the class. The classification of board games and their adaptation process included in this book will also provide you with a great source of ideas for your classes. These games are categorized to help you easily find the type of game you are looking for. Apart from the language skills they develop, these games also enhance communication skills, cognition skills, deduction, social skills, strategic thinking, motor skills, concentration and memory, problem-solving, creativity and the like.
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