Last weekend Jonathan and I presented at JALTCALL, a conference held at Tamagawa University in Tokyo (well, closer to Yokohama, but still within the Tokyo prefecture). Here is the abstract to our presentation:
The popularity of board games has risen steadily over the last decade reaching annual sales in excess of $800 million in 2014 (ICV2, 2015). Board game funding figures have also overtaken those of video games on the popular crowdsourcing website: Kickstarter. Yet, despite their increasing popularity, there is little research on the use of board games as a teaching tool in educational, let alone language-learning contexts. There is a greater tendency for researchers to be concerned with the use of digital games such as MMOs and other online virtual spaces. MMOs offer a great opportunity for intermediate or advanced learners to communicate with native speakers of the target language, but for low-level learners (such as those found in Japanese high-schools or non-major university courses) such domains may be too cognitively complex, filled with specialised discourse features, and ultimately demotivating due to the level of technical expertise needed to participate in gameplay. From such criticisms aimed at digital games, we argue that board games offer superior opportunities for authentic communication, and both affective and cognitive benefits when used as part of a rigorous teaching methodology.
In today’s workshop our goals are:
to educate practitioners on the range of available board games and their specific affordances for language learning from a sociocultural perspective.
to reveal our framework for using board games as a core component in EFL contexts with a specific consideration on fostering verbal interaction. This includes an extensive pre-play stage utilising YouTube "gameplay" videos and other online resources.
The workshop was divided into three sections which allowed us to first of all let people experience the Kotoba Rollers framework for themselves, then we went over the theoretical underpinnings that helped shape the development of the framework. Finally, we held a Q&A session to get feedback and to help clarify parts of the framework that might not have been so salient/required further explanation.
The first part of the workshop was for the attendees to experience the framework. We gave them five minutes to read through the rules to 2 Rooms and a Boom and create questions based on those rules in order to check understanding with the other participants. In other words, they quizzed each other on the rules that they had just read to make sure that the game rules were known to all participants.
Upon completing this stage, they played through the basic version of the game themselves. We weren’t graced with the luxury of being able to send players between rooms, so we used the room for the presentation and the corridor (I apologise to the other presenters for the ruckus we caused..!)
Upon completing the play phase, we went through all three post-task report sheets (verbally) to debrief (or reflect) on the activity we had just done by asking questions such as: What words had come up again and again? Who won? What were the best tactics?
After the experiencing the framework for themselves, it became much easier to show them the theoretical considerations that underpin the development. The main theories being Task Based Language Teaching and Sociocultural Theory. You can see an outline of the model in this post. The only new item regarding the framework is the addition of a reference to Long’s (2014) Methodological Principals and the extent that we are adhering to them.
MP1 - Use task not text YES
MP2 - Promote learning by doing YES
MP4 - Provide rich input YES
MP5 - Encourage chunk learning NO
MP6 - Focus on form SOMEWHAT
MP7 - Provide negative feedback SOMEWHAT
MP8 - Respect learner syllabi and development process SOMEWHAT
MP9 - Promote cooperative learning YES
MP10 - Individualise instruction NO
These points require more explanation, and will become the topic of a future blog post.
The final Q&A session allowed the participants to ask questions about the framework, and posit any concerns they might have. Generally, we felt that questions were not so much criticisms, but requests for additional information on how the framework works in practice and suggestions for implementation in their own contexts. One questions was regarding which games we recommend, so I see a “Kotoba Rollers recommends…” post coming.
One participant mentioned fairly obviously that
This framework would work with people that like games.
which is totally fine. Much in the same way that an English designed to be taught through the reading and discussion of classic literature would work with students that are interested in that subject.
However, I would argue that the number of students that are interested in games versus those that are interested in classic literature, or even more “popular” topics such as movies, music, sports, etc. would be less than those that play games. Gaming is the real unifying factor amongst students (especially at my science and tech university…), which provides support for the use of games as a teaching tool. Why? Because students are familiar with and motivated to learn with this media. But that’s for another blog post, too.
Our workshop at JALT CALL went as well as we hoped and we able to both inform others of the power of games in the classroom, but also generate a discussion on what the implications of doing so are.
I do not plan on doing any more presentations regarding Kotoba Rollers this year, but am deep in the process of writing a paper on students perceptions of this framework, and also planning a revised version ’Framework 2.0’ based on student feedback for use in the autumn semester later this year. I have a lot to talk about regarding the revised framework, and will be updating this blog with details also.
As always, thanks for reading and I appreciate any questions you may have.