JLTR, 02
JLTR, 02
JLTR, 02
Journal of Language Teaching and Research, Vol. 13, No. 1, pp. 12-19, January 2022
DOI: https://doi.org/10.17507/jltr.1301.02
Abstract—In the last two decades, learning English has become a popular activity in Iran (Sadeghi & Richards,
2015). There has been a remarkable increase in the number of private language schools in the country. In Iran,
interest in English has risen due to the status of the language as a lingua franca and its necessity for technical,
scientific, and economic developments. Meanwhile, vocabulary is deemed as one of the most crucial aspects of
learning a language. Currently, vocabularies are taught through traditional methods; therefore, young
learners lose their interest over time. This paper aims to substantiate that games are profoundly effective in
teaching vocabularies and affect young learners’ motivation and engagement with the language. This paper
presents a review of literature on teaching English vocabularies through games to young English language
learners in Iran. It discusses the practical instructions of games and how games could be taught more
effectively. It describes the suitability and implication of games and how they should be selected and
implemented by teachers. Three games are introduced for teaching vocabularies and followed by a discussion
on the inherent challenges of teaching vocabularies through games.
I. INTRODUCTION
English is the lingua franca due to its pervasiveness among people for communication. Different sectors such as
business, academia and multiple industries benefit from English to expand their fields (Naraghizadeh & Barimani,
2013). The significance of English as an international language and people’s interest in learning it has been explored in
the literature (Crystal, 2003). Similar to many other countries, a surge in learning English is not an exception in the
Middle East and Iran in particular.
Iranians learn English in public and private language schools as official foreign language of the country. However,
many students graduating from public secondary schools cannot hold a basic conversation in English unless they take
part in private English classes (Dorshomal, Gorjian, & Pazhakh, 2013). Numerous Iranian students enrol in private
language schools as they are the key players in effective English language education (Haghighi & Norton, 2016;
Moharami, 2020). Unlike public school education which focuses on grammar and the structure of the language, private
schools provide a comprehensive view and address all the required skills a language learner needs (Maleki, Ghasemi, &
Moharami, 2015).
Many believe that syntax and grammar is the skeleton of the language. However, there is a consensus in the literature
that vocabulary is “the vital organs and flesh” of the language (Hammer, 1991, p. 153). Learning vocabularies in a new
language is an important domain as it ties together all four macro-skills (i.e., speaking, reading, writing, and listening)
(Nguyen & Khuat, 2003).
Vocabulary has been interpreted as words and phrases explaining things about a concept (Blachowicz & Fisher,
2006). I believe vocabulary is the meaning and soul of a language. Linguists argue that vocabulary is an indispensable
part of a language regardless if it is the L1 or L2 (Decarrico, 2001). Furthermore, linguists accept that teaching
vocabularies should be the first step in new language education as it paves the path for good communication (Coady &
Huckin, 1997). In addition, language is learned in ‘chunks’, and it is these ‘chunks’ that form a coherent whole.
Occasionally, learning vocabularies can be frustrating for young learners (Ersoz, 2000). This opinion lies in our
understanding of communication; when a student does not have a wide vocabulary range, it agitates the addressee and
makes them terminate further communication (Wallace, 1982).
Due to the importance of vocabularies in a new language, traditional teaching methods are replaced with modern
methodologies (Thornbury, 2006). Therefore, teachers use games to decrease the difficulties that younger learners face
acquiring the L2. Gaining vocabulary competency is a time-consuming process (Stahl, 2005). Currently, new teachers
are inclined to employ games in teaching vocabularies more than before (Halliwell 1992).
Although games have a positive impact, teachers occasionally overlook the inherent challenges and limitations of
using games in teaching vocabulary. Teachers mainly employ games as a tool to prepare the class for the reception of
new educational content or fill in the extra time after teaching (Khosravi, Moharami, & Karimkhanlouei, 2014). Usually,
at the very beginning of class, teachers use games as an ice breaker or at the end when there is no other task at hand.
Many teachers are not familiar with the application and usage of games in language teaching and ignore their
effectiveness. Teachers do not take games seriously and overlook the significance they have in language education.
Rixon (1991) suggests that games can be implemented at any stage of a lesson, if they are appropriate and intertwine
with what students are learning. Lee (1979) holds the opinion that games need to be at the centre of the teaching and
learning cycle, not the peripheral. Richard-Amato (1988) mentions a similar idea as he contends that games are amusing
and teachers should not disregard their pedagogical value.
Moharami, 2018). Young learners cannot concentrate for a long time however they have very high energy, so it is the
best strategy to engage them in physical activities or games that include physical activities.
Phillips (1993) contends young learners are reserved and hold concerns toward learning a new language. Therefore,
he stresses that teachers should benefit from games and improvise creativity to make educational activities less boring
and simplified. The pleasure of games strengthens language learning and its depth. Language and accompanied
entertainment complement each other. The combination of language and entertaining activities make learning
meaningful and relevant. Children learn about their surroundings much easier through games, with the development of
language skills a by-product of this activity.
becoming popular in teaching and learning foreign languages and scholars are conducting more research to find out
their effects on young learners’ achievements.
Vernon (2009) argues that games are effective in teaching vocabulary as they draw students’ attention. This allows
the application of analytical skills nurtured with meaningful content. They speak, engage, and think about their answers.
They use the language and do not merely repeat it. Dolati and Mikaili (2011) also investigated the impact of games on
the retention of vocabulary. They found that games can be used in education and can motivate inactive and quiet
students to participate in whole-class activities.
Games make learning easier, relaxing, and motivational for young learners. Through games, students learn the
language in a meaningful way and via authentic experiences (Lee, 1979). Scholars and linguists are unanimous about
the motivational nature of games (Bakhsh, 2016; Chen, 2005; Ersoz, 2000; Al-Masri & Najar, 2014). Moreover, games
instigate positive competition among young learners (Derakhshan & Khatir, 2015). Games act as a stimulator for
learning, as they push learners towards interaction and engagement; with a motivation to succeed, students inadvertently
develop the language skills required to do this, with vocabulary at centre stage (Allen, 1983). Games decrease stress,
and as a result, students stay focused and learn better (Ajibade & Ndububa, 2008; Chen, 2005; Al- Masri & Najar,
2014). Games not only enable language acquisition, but the vocabulary learned is usually framed within the cultural
dynamic in which they come from. Many surveys have confirmed that games have a profound effect on learning a
foreign language (Chen, 2005).
Do the teachers need to alter the game, or they can use it in its original form? If the teacher needs to alter
that, is it difficult to implement?
Are there adequate activities in the games so that students can participate and interact in the game?
These questions can highly decrease the chance of choosing an inappropriate game.
According to Halliwell (1992), games should ignite learners’ imagination, involving their creativity, and not stifle
their creativity. Therefore, games should bring fantasy. After a game has been chosen the implementation comes.
According to Dobson (1997), many aspects should be considered when implementing a game in a foreign language.
First, the instructor should have a full understanding of the game and its regulations. Moreover, the instructor should
have a lesson plan to cover the sessions’ direction. It is also important that the teacher make sure whether the game is
entertaining or not and if not change it. Second, involvement is another crucial aspect that a teacher should consider.
The game should make students more engaged and involved. Third, in the middle or end of the teaching, the instructor
should play a game. That teacher should explain the rules at the beginning of the game. Forth, the teacher should control
the discipline of a class during a game and use encouragement, when necessary. In fact, during a game, a class may
become disorganised. Therefore, the teacher should use its authority to control them. During grouping, the teacher
should group the students equally and not all the professionals with each other and fewer professionals with each other.
Dobson (1997) mentions many experts hold the opinion that a teacher should make permanent groups. Lastly, when a
game becomes boring the teacher should change it. He recommended never play a repetitive game for a long period
because it makes students bored.
Usually, during the games, children move a lot, and they also have lots of physical movements and more importantly,
we hear lots of shouts and noises. To control these kinds of classes, the instructor should be fully aware of the students’
personality traits to prepare the atmosphere for proper learning (Brown, 2001).
Thirdly, students’ native language; usually during the games students only use their mother tongues and not English.
Young learners tend to use their first language more than other languages. In this situation, the teacher should adopt a
specific strategy and that strategy is responding in English although they speak in their mother language. Otherwise, the
teacher could face a chaotic class.
Fourthly, anxiety and depression; playing games can make students a bit anxious because of the results. According to
(Chuang, 2007) games can cause many harmful outcomes such as anxiety and depression. Chuang’s (2007) study has
proven that students’ anxiety may increase as a result of being humiliated in front of other classmates.
Lastly, time fillers. Games are regarded as time fillers and teachers do not take them seriously. Silvers (1982)
believes that many teachers are interested in using games as a teaching device. However, they often perceive them as
time fillers. Silvers (1982) also mentions that many teachers ignore the fact that in a relaxing atmosphere real learning
takes place. From my experience, I can say that in the English language institute that I used to teach in Iran most of the
teachers were aliens to the games and they considered games as something worthless and distracting but gradually as
time went by the supervisor held some meetings to get teachers more acquainted with the usage they have in teaching.
Game-based teaching approaches makes language learning more interesting and exciting (Soyoof, Jokar,
Razavizadegan, & Morovat, 2014). Teachers of young learners’ should use their creativity and imagination to bring new
and interesting games to the class so that the students will not get tired. Harmer (2001) states that young learners easily
get tired and demotivated. Therefore, they cannot sit for a long period and do repetitive tasks. Besides, as mentioned
earlier, the capacity of their attention is very low. Consequently, they easily get tired and because of that, the tasks
should be very engaging and amusing.
Even though games have some challenges, limitation and teachers regard them as a time filler, this paper indicated
that using educational games will enhance student’s language learning. Games have challenges and issues; they are
substantially influential, and their strengths outweigh their limitations. Games are proven to be effective, and more and
more institutions are going toward employing games in their education.
It is recommended that instructors should use those kinds of methods that motivate students to involve and be more
creative. By implementing vocabulary games students can learn the language much better. Game-based instruction has
not been widely embraced by educators yet. They are used for a short period. Games are indeed helpful because by
games teachers can create the context for students to use the language in a meaningful and useful way. Rohani and
Pourgharib (2013) point out that by using games, the teacher can make a variety of contexts so that students can use the
language for communication, exchanging information and expressing their opinions.
Learning vocabularies is the basis of students’ level of comprehension (Nation, 2001; Radev, Hovy, & McKeown,
2002). Teaching vocabularies through games to English young learners allow them to learn better and efficiently.
Games have broad usages in education, not only in teaching vocabularies but also, in various disciplines and areas such
as teaching grammar and listening. Therefore, more investigations should be conducted by scholars to get more
acquainted with the games and their usages.
Instructors need to use new and modern strategies to boost students’ vocabulary knowledge such as games, drama
and computer-assisted language learning (Rohani & Pourgharib, 2013). Games are indeed an influential and useful
method rather than revision and presentation (Uberman, 1998). Due to the benefits that educational games have; they
are used frequently. Games prepare the students to be responsible to be physically and mentally active. Games are
student-oriented rather than teacher-oriented. In other words, the students’ talking time will increase in comparison to
the teacher talking time. The other factor is that games draw student’s attention, make them more engaged, bring fun to
the formal academic process and teach students to socialise. Furthermore, students can build up other skills such as
turn-taking, working individually or with other team members to a specific aim.
Lastly, introduced games were a key factor in teaching vocabularies to young learners because games keep the
children active all the time. As explained above, those three games are a few examples of games and teachers should
bear in mind that games should be chosen appropriately.
ACKNOWLEDGMENTS
This study previously has been submitted as the author’s assignment to Monash University.
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