Topic 18 Flashcards

(51 cards)

1
Q

According to Tsao (2024), what defines the ‘goal-oriented structure’ of games?

A

Games are designed around clear objectives and measurable outcomes that provide direction.

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2
Q

What role do ‘rules and constraints’ play in the definition of a game?

A

They define permissible actions, structure the experience, and distinguish games from unstructured play.

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3
Q

How is ‘player agency’ characterized within a game system?

A

Players actively engage through decision-making, problem-solving, and autonomy.

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4
Q

In the context of game feedback systems, what is the primary purpose of immediate feedback?

A

It helps players recognize errors, adjust strategies, and learn through experience.

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5
Q

What is the function of ‘quantifiable outcomes’ such as scores or levels in games?

A

They signal achievement and support player motivation.

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6
Q

What is the aim of the Organic Law 3/2020 (LOMLOE) regarding foreign languages?

A

It aims for the acquisition of basic communicative competence in a foreign language during Primary Education.

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7
Q

Which specific block of content was incorporated by Decree 61/2022 for the Community of Madrid?

A

Block D: Discursive syntactic content.

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8
Q

How does Harvey describe the role of games in a lesson’s natural progression?

A

Games can serve as the main task itself or act as warm-ups to introduce new material.

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9
Q

Concept: Koestler’s ‘Bisociated Thinking’

A

Definition: Creative leaps that connect previously unconnected frames of reference to produce an imaginative spark.

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10
Q

Why is the juxtaposition of habitually unconnected ideas important in language learning?

A

It creates a gap that triggers a ‘creative spark,’ encouraging personal investment in the language.

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11
Q

How do games impact the ‘affective filter’ or stress levels in the classroom?

A

They lower anxiety and make students feel comfortable communicating without fear of mistakes.

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12
Q

What effect do games have on students’ natural speaking styles?

A

They improve fluency because students focus on efficient communication rather than constant self-correction.

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13
Q

Advantage: How do games affect the ‘pace’ of a lesson according to Brewster, Ellis, and Girard?

A

Varying the pace helps maintain pupils’ motivation levels.

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14
Q

In what way can games ‘lighten’ formal teaching?

A

They renew pupils’ energy by providing a break from traditional instruction.

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15
Q

What is meant by the ‘hidden practice’ provided by games?

A

Students practice specific language patterns, vocabulary, and pronunciation without realizing they are drilling.

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16
Q

How do games benefit shy pupils in the classroom?

A

They encourage participation and help build confidence through low-stress interaction.

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17
Q

How do games shift the power dynamic between teacher and students?

A

They increase pupil-pupil communication and reduce the domination of the class by the teacher.

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18
Q

What diagnostic purpose do games serve for a teacher?

A

They reveal areas of language weakness that require further work.

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19
Q

Distinguish between ‘competitive’ and ‘cooperative’ games.

A

In competitive games, players race to be first to a goal; in cooperative games, they work together toward a common goal.

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20
Q

Why is it psychologically better to award points for success rather than deduct them for failure?

A

It maintains positive motivation and avoids distorting the language used through fear of loss.

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21
Q

What is the primary aim of ‘Code-control’ or ‘Linguistic’ games?

A

To practice new language items and develop accuracy through hidden drills.

22
Q

What defines ‘Communicative’ games in contrast to linguistic games?

A

A focus on fluency and purposeful communication, often requiring a task’s completion rather than structural perfection.

23
Q

The ‘Information Gap’ technique is defined by _____.

A

One student possessing information that others need to complete a task.

24
Q

How do ‘Searching games’ function as a classroom technique?

A

Students must gather a large amount of information to solve a problem or fill in a questionnaire.

25
What is the 'Jigsaw Principle' used in matching-up games?
Each group member has a unique piece of information needed to complete a common group task.
26
Why does Yasin (2022) suggest a U-shape classroom arrangement for games?
It offers the greatest number of possibilities for various communicative activities.
27
What specific skills are developed through 'oral or spoken-language' games?
Speaking, listening, turn-taking, and negotiation skills.
28
Focus: Written-language games
Goal: To develop writing accuracy, spelling, grammar, and reading awareness.
29
What is the primary focus of 'Physical or kinaesthetic' games?
Listening comprehension and vocabulary retention through physical action.
30
How do 'Audio-based' games support language development?
They improve phonological awareness, specifically stress, intonation, and pronunciation.
31
What is the unique benefit of 'Digital or technology-mediated' games?
They promote autonomous learning and the integration of all four basic language skills.
32
What roles can a teacher assign to students who do not want to participate directly in a game?
They can act as scorers or consultants.
33
How has the traditional 'teacher-as-conductor' role changed in modern game-based learning?
Teachers act more frequently as active participants in the game.
34
How did Chomsky define 'competence' in linguistics?
The subconscious knowledge of grammar rules that allow a speaker to create sentences.
35
What was Hymes' main criticism of Chomsky’s theory of language?
It failed to account for the 'rules of use'—knowing when, where, and to whom to speak.
36
Hymes' Aspect of Communicative Competence: 'Appropriacy'
Definition: Knowing what language is suitable for a given social situation.
37
Hymes' Aspect of Communicative Competence: 'Occurrence'
Definition: Knowing how often something is typically said in the language and acting accordingly.
38
Hymes' Aspect of Communicative Competence: 'Feasibility'
Definition: Knowing whether a specific linguistic structure is possible or workable in the language.
39
How do Canale and Swain (1980) define the relationship between grammar and sociolinguistics?
They argue that rules of grammar are useless without rules of use, and vice-versa.
40
According to Canale (1983), what does 'Discourse Competence' involve?
Communicating purposefully across different genres using cohesion and coherence.
41
What is the function of 'Strategic Competence' in communication?
Enhancing communication effectiveness and compensating for breakdowns or misunderstandings.
42
Why is the distinction between 'competence' and 'performance' often blurred in language teaching?
Because when we talk about communicative competence in the context of language teaching or learning, we are really talking about communicative performance.
43
According to Lee (1986), what is the purpose of 'Structure games'?
To provide experience in using specific patterns of syntax within communication.
44
Give an example of a 'Vocabulary game' suitable for young learners.
Bingo, spelling games, or 'I Spy'.
45
What constraint should be applied to 'Pronunciation games' for young students?
They should be held regularly but only for short periods due to limited attention spans.
46
What is the general rule regarding spelling games in the classroom?
Students should not be required to spell words they cannot yet say.
47
Which language teaching method is most associated with 'Listen/read and do' games?
Total Physical Response (TPR).
48
What is the pedagogical benefit of using 'Mime' in the language classroom?
It allows students to practice actions that cannot be physically performed in a classroom, such as swimming.
49
How does Woolard (1996) justify the use of laughter in the classroom?
Laughter makes the target language more memorable for the students.
50
In Hymes' framework, what is 'Systematic Potential'?
The inherent potential within the speaker's language system for creating new language.
51
What defines 'Combining activities' in game classification?
Activities where players must act on information to arrange themselves into groups, such as role-play or puzzles.