Extra Materials
Games in the EFL classroom (Part 1)
The processes of teaching and learning in the EFL classroom are not simple due to several factors, such as dealing with students’ motivation and interests. Because of that, many teachers strive to use different strategies to make their classes more interesting. In this perspective, the use of games can be emphasized as a powerful tool in the EFL classroom. According to Gozcu and Caganaga (2016), games are very useful and important in the classroom because they provide a good environment for teaching and learning: they increase learners’ motivation by binding learning and entertainment. In fact, along the years, games have been present in many pedagogical debates and discussions about their implications in educational contexts since they can play an important role in language teaching and learning. Prensky (2005) argues that besides being engaging, games can give students important instructions to be used in real life situations. References: GOZCU, E.; CAGANAGA, C. K. The importance of using games in EFL classrooms. Cypriot Journal of Educational Science, v. 11, p. 126-135, 2016; PRENSKY, M. Don't bother me, Mom – I'm learning: how computer and video games are preparing your kids for 21st century success – and how you can help. St. Paul, MN: Paragon House Publishers, 2005.
Débora Maria do Nascimento Souza; Nathália Fernandes Negrão; Rinaldo de Souza Mescouto Filho; Thiago Gomes da Silva., 07/03/2019
Games in the EFL classroom (Part 2)
Gros (2007) confirms the usability of games in the learning process and highlights that learning with games is likely to have long-term consequences. The author also states that games can help students develop not only language skills but also several other abilities related to computer literacy. Sanchez, Morfin, and Campos (2007) broaden the discussion by pointing out that games can be used at different stages of the class – in the beginning, in the development of the class, and in the end. For these authors, games reduce stress level in learning another language by giving students opportunities to use the language with enthusiasm, and increase their motivation in a positive atmosphere while learning the language. References: GROS, B. Digital games in education: the design of game-based learning environments. Journal of Research on Technology in Education, v. 40, n. 1, 2007. p. 23-38. Available at: http://www.mmiweb.org.uk/egyptianteachers/site/downloads/gros_2007.pdf. Accessed on August 16th, 2018; SANCHEZ, M. M. M.; MORFIN, A. P.; CAMPOS, V. E. P. Interactive games in the teaching-learning process of a foreign language. Available at https://dialnet.unirioja.es/descarga/articulo/2929437.pdf. Accessed on November 4th, 2018.
Débora Maria do Nascimento Souza; Nathália Fernandes Negrão; Rinaldo de Souza Mescouto Filho; Thiago Gomes da Silva., 07/03/2019
