Introduction & Rationale
Hello everyone! If this is your first time visiting this page, welcome! If not, welcome back! This blog was designed by Tiffany VanPelt, Alan Ullman, and Ben Pearson, members of the 2014-2015 LTS cohort at the University of Oregon, as a place to relate gaming and pragmatics, providing several links to scholarly articles and empirical evidence, as well as countless additional resources that teachers can use or modify at their own discretion. The purpose we had going into this project was to create something that fellow teachers, students, and gamers would find interesting and useful at the same time and this is the product - a blog which others will visit, get inspiration from, and provide insight of their own!
The games which we cover in our blog are digital as well as analog, using the advantages of each format productively as well as compensating for the disadvantages. In our blog, we have a good mixture of both types of games, rationale for using them in a classroom environment, and example activities/materials that can be used alongside them. While the medium in which the games are presented may be different, the pragmatics behind them are the same. Games of all kinds provide players with the opportunity to escape the conventional rules and customs in everyday life, and there is a growing movement amongst language teachers to take advantage of these gaming atmospheres for their learners. These games give students a place where they can practice various speech acts or strategic language in a fabricated setting, lowering their affective filter and encouraging their willingness to communicate. The idea is that after using these games to practice a particular pragmatic feature, students will feel more comfortable using these same strategies in an authentic setting amongst other people using the language.
Again, the objective we had creating this blog was to give teachers access to several tools that they can use or alter for their own motives (sharing is caring!). As such, we have tried to link as many articles, exercises, videos, lesson plans, and other materials for other teachers to take advantage of. We all know that you are busy, so we are here to help! We have organized the site using hashtags corresponding to research, activity, and pragmatic benefits. We hope you can help too by sharing this page with other colleagues, enthusiasts, or friends and having them give their own input and ideas, allowing this exciting genre of entertainment to grow in the public eye as more than just a distraction and a time-waster. Our hope is to prove to others that using games can constitute more than just “fun-days” for students. They capture the attention of the player, of course, but this can be used for a particular purpose given the proper framing and preparation. With enough attention and evidence, people will begin to see analog and digital games as more than extracurricular distractions but more in line with other genres of media such as film, television shows, and music, which have already been accepted as useful, authentic materials in the classroom. People who have ever played a truly engaging game before understand that it is one of the most rewarding, human enterprises that one can have, and we want to harness this passion to serve a purpose for teaching. We hope you feel the same and get some use out of our initial findings and examples.
Enjoy!










