210x Filetype PPTX File size 0.12 MB Source: baec.aua.am
Introduction Teacher has to create opportunities for learners to communicate in target language (Harmer, 200, p. 84). A game carries educational purpose foremost in language classroom. (Richard-Amato, 1996, p.193). Adult learners differ with their specific goals and criticism of teaching methods rather than other age groups. (Harmer, 2001, p. 40). Literature Review Expression, interpretation and negotiation of meaning are necessary to help foreign language development according to Communicative Language Teaching theory (Savignon, 2002). Games applied in a language classroom have both fun elements and purpose to develop learners’ understanding of language concepts (Richard-Amato, 1996). Games follow specific rules of play which target the language concept necessary to develop among the learners. (Arnold, 1979). Literature Review Yang and Dixon researched whether games reduce psychological pressure in an EFL classroom in Chinese colleges. According to the research findings, games are effective in helping learners feel freer during the class in case the teacher considers learners’ language level and manages the game rules (Yang & Dixon, 2015). Central Research Question Are EFL communicative games helpful tools in classrooms with Armenian adult learners? Methodology Semi-structured interviews with teachers to find out their opinion and experience on using EFL communicative games with adult learners. Observations of EFL classrooms (when a game is applied) to explore whether Armenian adults actively participate during the class when EFL communicative games are used. Questionnaires for adult learners (distributed after the class observation) to evaluate Armenian adults’ reflections on the effect of the applied game on their communication and participation and their opinion on playing games during the class in general.
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