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Thursday 27 October 2011

A Brave New World - Test-driving Simulation Games in the EFL Class Context

Being an active member of this blog has been an experience which I feel has greatly added to my knowledge about video games and their potential to serve as tools in education.   The research carried out for my own contributions, coupled with the stimulating articles submitted by my fellow team-bloggers has afforded me an insight into the way in which games could prove to play a key role in future pedagogic practices, and thinking of my own context, I am now very keen to see games implemented into the English as a foreign language (EFL) curriculum.

Up until January of this year, I was working in junior high schools in Yokohama, Japan, where students’ ages range from twelve to fifteen years. Japan is a very technologically advanced society, with a high volume of extremely digitally-literate youth. Initially, I encountered difficulties in interacting with students due to their lack of confidence in speaking English. Furthermore, I believe that many students assumed we shared little in common to discuss.  This situation quickly changed when I demonstrated my knowledge of computer games and computer game culture, and students, both male and female, soon lost their inhibitions when they had the opportunity to talk with me about the latest version of "Monster Hunter", or what their favourite Nintendo DS title was.


Japan and Video Games: Symbiotic

Williamson (2009) discusses issues of educators using video games as part of their teaching repertoire, and statistics in his report reveal that teachers in the U.K., for example, do not make up a significant percentage of the nation’s gaming population. It is fortunate that from a young age, I have been an avid gamer and consumer of digital technologies, as this enabled me to maintain a level playing field with many of my students, and I quickly developed a rapport with these young learners. At the time this was something that I took for granted, but I now realise the importance for teachers to become digitally-literate if they are to engage students in new and motivating forms of instruction.

Students at my school were particularly big fans of simulation type games which require text-based interactions with in-game characters in order to successfully progress to higher levels. With this in mind, I believe that a game from “The SIMs” series would prove particularly motivating for my students as a language teaching tool.


The SIMs - Authentic English interactions without having to go anywhere.

Ranalli (2008) has looked at the pedagogical benefits of “The SIMs” within an ESL learning environment, and found that structured play of the game, together with supplementary materials to assist the language learner resulted in successful vocabulary acquisition. Students also reported the game as being an enjoyable way of learning a language. The research mirrored results from another study by Miller and Hegelheimer (2006)  which also targeted “The SIMs” as a plausible mainstream English game that could be incorporated into the language-learning classroom.

Both studies were carried out on a small scale and results largely relied on self-reported participant data. Nevertheless, the studies have laid the groundwork for studies into the possible implementation of an innovative language learning program, using a video game based form of foreign language instruction.


Students at my school have regular PC lab sessions for a variety of subjects including mathematics and geography, yet to date their English syllabus does not take advantage of any digital technology. I would like to test-run a game title such as “The SIMs” as a supplementary English session once a week with my students in the language lab, to ascertain whether such an innovation within the EFL curriculum would be a motivating factor for students’ learning abilities. I believe that weekly sessions using game software such as “The SIMS” could provide students with a great supplementary source of linguistic exposure which could complement regular coursework, and of course, break the monotony of repetitive traditional forms of learning that are still so common in the EFL context in Asia.

Some limitations do exist however, and it is possible that modifications to the software would have to be made if an effective program is desired. Miller and Hegelheimer (2006) note, for example, that “The SIMs” is largely culturally based, and research has shown that student resistance to foreign acculturation can lead to a hindrance in learning. For this reason, it would be ideal to implement a modified version of the software that incorporated some elements of Japanese culture into the virtual world, as was the case for Native American Indian learners using the “RezWorld”software.

The other limitation is that, as an off-the-shelf title, “The SIMs” would require supplementary material to provide EFL students with specific language-learning tasks and more explicit procedural instructions.
Such modifications obviously have financial implications, but I believe that I as a teacher could create and provide many of these supplements myself, and personally involve myself in the orchestration of the game sessions by participating as a character in the game myself. In this way, I would have the ability to monitor student activity and act as a passive guide during tasks when required.

Although it would take some time to refine the process, I believe that the integration of simulation games into EFL language-lab sessions at schools could prove to be an exciting innovation in the language-teaching curriculum. Unfortunately, public school syllabi are strictly controlled in Japan by the city Boards of Education, so it would perhaps be wiser to initially test the effectiveness of the software by hosting pilot sessions in after school English club meets. If proven to be effective over time, then who is to say that the higher powers that be wouldn't consider taking a chance and revising the course syllabus?

References:

Miller, M. & Hegelheimer, V. (2006). The SIMs meet ESL: Incorporating authentic computer simulation games into the language classroom. Interactive Technology & Smart Education,4, 311-328.

Ranalli, J. (2008). Learning English with The Sims: exploiting authentic computer simulation games for L2 learning. Computer Assisted Language Learning, 21:5, 441-455.


Williamson, B. (2009). Computer games, schools, and young people. A report for educators on using games for learning. Retrieved from:

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