Topic 18
1. INTRODUCTION AND JUSTIFICATION
“_______ is the _______ _______ of _______.”
______ _______
Topic 18
1. INTRODUCTION AND JUSTIFICATION
“Play is the highest form of research.”
Albert Einstein
Topic 18
1. INTRODUCTION
This _______ _______ the _______ role of _______ in the _______ _______ of children. Through _______, children _______, _______, and _______, while _______ _______. Through _______, _______, play was often _______ in _______ settings, _______ that it is an _______ and _______ way in which children _______ with the _______. Today, _______ _______ recognises that _______ is not _______ a _______ activity but a _______ way of _______. _______ teaching _______ have _______ _______ games to _______ _______ and _______.
This idea captures the essential role of play in the natural development of children. Through play, children explore, experiment, and discover, while experiencing enjoyment. Through history, however, play was often restricted in educational settings, overlooking that it is an innate and fundamental way in which children engage with the world. Today, educational research recognises that play is not merely a recreational activity but a natural way of learning. Modern teaching approaches have intentionally incorporated games to support learning and development.
Topic 18
1. INTRODUCTION
I have chosen to develop this topic because I ______ that by ______ ______ as a ______ ______, educators can take ______ of ______’s ______ ______ to ______ ______ and ______ learning ______ that develop both ______ ______ and ______.
I have chosen to develop this topic because I believe that by embracing play as a natural tendency, educators can take advantage of children’s natural motivation to create meaningful and engaging learning experiences that develop both communicative competence and creativity.
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2.1. Games and Creativity in Language Learning
Gameshave been recognised as a _______ _______ of _______ due to their _______ to _______ learning with _______ and _______. _______ (19–) highlighted the role of play in _______ _______, while _______ (19–) emphasised that _______ _______ in play fosters learning and _______ thinking.
Games have been recognised as a central component of education due to their ability to combine learning with motivation and engagement. Piaget (1962) highlighted the role of play in cognitive development, while Vygotsky (1978) emphasised that social interaction in play fosters learning and imaginative thinking.
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2.1. Games and Creativity in Language Learning
In language learning, games provide a _______ _______ in which _______ can _______ _______ skills in a _______, _______ enironment.
Through games, _______, _______ and _______ _______ to _______ is _______, making them particularly _______ for _______ one of the _______ _______ of the _______ _______: _______ _______.
In language learning, games provide a meaningful context in which learners can practise communication skills in a low-stress, enjoyable environment. Through games, interaction, collaboration and repeated exposure to language is promoted, making them particularly effective for developing one of the main goals of the English area: communicative competence.”
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2.1. Games and Creativity in Language Learning
Games not only provide _______ for _______ _______ but also encourage _______ to _______ _______, developing _______, an _______ _______ in _______ education. Creativity supports _______, _______ _______, and the ability to _______ _______ in _______ _______. As _______, (20–) _______, it is a _______ _______ that should be _______ from an _______ _______.
Games not only provide opportunities for meaningful communication but also encourage learners to think imaginatively, developing creativity, an essential competence in modern education. Creativity supports problem-solving, critical thinking, and the ability to express oneself in many ways. As Robinson, (2011) states, it is a fundamental skill that should be nurtured from an early age.”
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2.1. Games and Creativity in Language Learning
Given that games provide _______ and _______ contexts for _______ use and _______ _______, it is _______ to _______ teaching _______ that _______ _______ in the classroom. _______ _______, open-_______ _______, and _______ _______-_______ are a natural _______ for _______ thinking, _______ students to _______ with _______, take _______, and develop _______ ideas.
Given that games provide motivating and meaningful contexts for language use and develop creativity, it is essential to incorporate teaching methodologies that incorporate play in the classroom. Imaginative scenarios, open-ended activities, and playful problem-solving are a natural stimulus for creative thinking, encouraging students to experiment with language, take risks, and develop original ideas.
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2.1. Games and Creativity in Language Learning
_______ are specified in _______ __ or _______ _______
_______ is considered an objective of Primary Education in ____ ___ of _______ _______
Games are specified in Annex II or Order ECD
Creativity is considered an objective of Primary Education in Art 2. of Organic Law
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2.2. Benefits and functions of games
Play is an _______ _______ that _______ naturally _______ and _______ _______. This is no _______: play _______ a series of _______, _______ and _______ benefits that _______ both _______ and _______.
Following _______ and _______ and _______’s ideas, the _______ of games in education has multiple _______ and _______:
Play is an innate activity that children naturally enjoy and seek out. This is no accident: play provides a series of cognitive, social and emotional benefits that support both learning and development.
Following McGonigal and Huyen and Nga’s ideas, the inclusion of games in education has multiple functions and benefits:
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3.1. Characteristics and pedagogical considerations of games
According to _______ (20–), a game can be defined as an _______ _______ by _______, with a _______ _______ and an _______ of _______.
According to Hadfield (2007), a game can be defined as an activity governed by rules, with a specific goal and an element of fun.
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3.1. Characteristics and pedagogical considerations of games
Educational games characteristics:
Educational games characteristics
- they involve clear objectives
- require active participation
- encourage interaction among learners
- create a motivating and low-anxiety environment.
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3.1. Characteristics and pedagogical considerations of games
Pedagogical factors:
Pedagogical factors:
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4.1. The ultimate aim of the EFL area
According to _______ (_______), communicative competence is “the _______ which _______ _______ to _______ a _______ _______ for _______”.
According to Hymes (1972), communicative competence is the knowledge which enables someone to use a language effectively for communication.
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4.2. Communicative and game-based methodologies
Game-based learning (GBL) is an _______ in which the _______ _______ is structured _______ _______, using their _______, _______, and _______ to _______ _______ _______.
“Game-based learning (GBL) is an approach in which the learning process is structured around games themselves, using their rules, challenges, and objectives to drive language practice.”
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4.2. Communicative and game-based methodologies
Gamification involves applying _______ _______—such as _______, _______, _______, _______, or _______ _______— to _______ _______ _______. For example, teachers may use _______ _______, _______ _______, or _______ _______ _______ where learners earn _______ or _______ for _______ communication.
Gamification involves applying game elements—such as points, levels, badges, challenges, or digital rewards—to non-game learning activities. For example, teachers may use vocabulary races, story-building challenges, or digital collaborative tasks where learners earn points or badges for successful communication.”
4.2. Communicative and game-based methodologies
Games as a stimulus for creativity and meaningful use of language
Games often put _______ in _______ and _______ situations, which _______ _______ to _______: find _______, make _______, _______ and to _______ with _______. This pushes students to _______ _______ _______ and _______, to use language in a _______ way _______ than _______ responses (Robinson, 2011)
Games often put students in new and unpredictable situations, which require learners to improvise: find solutions, make choices, adapt and to interact with peers. This pushes students to express themselves spontaneously and therefore, to use language in a flexible way rather than memorised responses (Robinson, 2011)
4.2. Communicative and game-based methodologies
Games as a stimulus for creativity and meaningful use of language
Furthermore, by creating _______ for _______ to express _______ without fear of _______, games _______ _______ and _______ _______, an essential condition for _______ _______ use. In this way, _______ _______ _______ both as a _______ stimulus and as an _______ for _______ and _______ language production.
Furthermore, by creating opportunities for learners to express themselves without fear of error, games reduce anxiety and encourage experimentation, an essential condition for creative language use. In this way, playful activities function both as a motivational stimulus and as an opportunity for innovative and meaningful language production.
4.3. Role of the teacher
Teacher’s central role consists on:
4.3. Role of the teacher
Teacher’s central role consists on:
Topic 18
5. CONCLUSION
“Every _______ who _______ to _______ in _______ _______ _______ for _______ a _______ to the _______.”
Topic 18
5. CONCLUSION
“Every child who learns to communicate in another language opens for themselves a window to the world.”