Abstract
This chapter explores innovative game-based language teaching and learning in three different EFL contexts. In three short case studies, we explore the use of games in mandatory language classes, as part of an extracurricular language and literacy project, and as weekly activity in a language learning self-access center. In each case, we focus on the process of innovating amidst differing contextual constraints and affordances for game-based learning. We also critically evaluate the pedagogical models we developed for using tabletop games in each environment and explore connections to existing pedagogies. We conclude the chapter by suggesting broadly applicable pedagogical implications from our work and insight into factors that created opportunities for innovation in our respective contexts.
Access this chapter
Tax calculation will be finalised at checkout
Purchases are for personal use only
References
Buckingham, D. (2013). Media education: Literacy, learning and contemporary culture. Cambridge, UK: Polity Press.
Central Council for Education. (2012). Qualitative transformation of undergraduate education. Retrieved August 31, 2017 from http://www.mext.go.jp/component/b_menu/shingi/toushin/__icsFiles/afieldfile/2012/10/04/1325048_1.pdf.
Cope, B., & Kalantzis, M. (2009). “Multiliteracies”: New literacies, new learning. Pedagogies: An International Journal, 4(3), 164–195.
Cornillie, F., Thorne, S. L., & Desmet, P. (2012). ReCALL special issue: Digital games for language learning: Challenges and opportunities. ReCALL,24, 243–256.
Deming, W. E. (2000). Out of the crisis. Cambridge: MIT Press.
Drover, G., & Wallace, M. (2005). Railways of the world. Leitchfield, KY: Eagle-Gryphon Games.
Filsecker, M., & Bündgens-Kosten, J. (2012). Behaviorism, constructivism, and communities of practice: How pedagogic theories help us understand game-based language learning. In H. Reinders (Ed.), Digital games in language learning and teaching (pp. 50–69). London, UK: Palgrave Macmillan. http://doi.org/10.1057/9781137005267_4.
Gee, J. (2007). Good video games and good learning. New York: Peter Lang.
Gee, J. P., & Hayes, E. (2012). Nurturing afinity spaces and game-based learning. In C. Steinkuehler, K. Squire, & S. Barab (Eds.), Games, learning, and society: Learning and meaning in the digital age (pp. 129–153). Cambridge: Cambridge University Press. https://doi.org/10.1017/cbo9781139031127.015.
Humphries, S., & Burns, A. (2015). In reality it’s almost impossible: CLT-oriented curriculum change. ELT Journal, 69(3), 239–248. Retrieved from http://dx.doi.org/10.1093/elt/ccu081.
ICv2. (2015). Six straight growth years in hobby games. Retrieved September 6, 2017 from https://icv2.com/articles/news/view/30959/six-straight-growth-years-hobby-games.
ICv2, & Griepp, M. (2017). Hobby games market over $1.4 billion. Retrieved September 6, 2017 from https://icv2.com/articles/news/view/38012/hobby-games-market-over-1-4-billion.
Johnson, N. H., Lyddon, P. A., Nelson, M. E., Selman, A., & Worth, A. (2015). JALT forum: Reimagining contemporary EFL curricula. In P. Clements, A. Krause, & H. Brown (Eds.), JALT Conference Proceedings. JALT: Tokyo.
Lantolf, J. P. (Ed.). (2000). Sociocultural theory and second language learning. Oxford: Oxford University Press.
Leacock, M. (2007). Pandemic. Mahopac, NY: Z-man Games.
Literat, I. (2014). Measuring new media literacies: Towards the development of a comprehensive assessment tool. Journal of Media Literacy Education,6(1), 15–27.
Lynch, T. (2001). Seeing what they meant: Transcribing as a route to noticing. ELT Journal,55(2), 124–132.
Mayer, B., & Harris, C. (2010). Libraries got game: Aligned learning through modern board games. Chicago: American Library Association.
McGonigal, J. (2011). Reality is broken: Why games make us better and how they can change the world. New York: Penguin.
Miller, M., & Hegelheimer, V. (2006). The SIMs meet ESL Incorporating authentic computer simulation games into the language classroom. Interactive Technology and Smart Education,3(4), 311–328.
Ministry of Economy, Trade and Industry. (2010a). 100 actions to launch Japan’s new growth strategy: Maximize the market’s function through reimagined public-private cooperation. Retrieved from http://www.meti.go.jp/english/aboutmeti/policy/2011policies.pdf.
Ministry of Economy, Trade and Industry. (2010b). Develop global human resources through industry-academia-government collaboration. Retrieved from http://www.meti.go.jp/english/press/data/20100423_02.html.
Ministry of Education, Culture, Sports, Science, and Technology. (2003). Regarding the establishment of an action plan to cultivate “Japanese with English Abilities.” Retrieved from www.mext.go.jp/english/topics/03072801.htm.
Ministry of Education, Culture, Sports, Science, and Technology. (2014). On integrated reforms in high school and university education and university entrance examination aimed at realizing a high school and university articulation system appropriate for a new era. Retrieved from http://www.mext.go.jp/en/news/topics/detail/1372628.htm.
New London Group. (1996). A pedagogy of multiliteracies: Designing social futures. Harvard Educational Review,66, 60–93.
Nicholson, S. (2008). Modern board games: It’s not a Monopoly any more. Library Technology Reports,44(3), 8–10.
Nicholson, S. (2012). Completing the experience: Debriefing in experiential educational games. In Proceedings of the 3rd international conference on society and information technologies (pp. 25–28). Winter Garden, FL: International Institute of Informatics and Systemic.
Prensky, M. (2001). Digital game-based learning. New York: McGraw Hill & Paragon House.
Ranalli, J. (2008). Learning English with The Sims: Exploiting authentic computer simulation games for L2 learning. Computer Assisted Language Learning,21(5), 441–455.
Rixon, S. (1985). How to use games in language teaching. London: Macmillan.
Schrier, K. (2016). Knowledge games: How playing games can solve problems, create insight, and make change. Baltimore: Johns Hopkins University Press.
SuperData. (2017). Trends and insights on games and interactive media 2017. Retrieved August 22, 2017 from https://www.superdataresearch.com/market-data/market-brief-year-in-review/.
Swain, M., & Deters, P. (2007). “New” mainstream SLA theory: Expanded and enriched. The Modern Language Journal,91(s1), 820–836.
Sykes, J. M. (2013). “Just” playing games? A look at the use of digital games for language learning. The Language Educator, October, 32–35.
Sykes, J. E., Reinhardt, J., Liskin-Gasparro, J. E., & Lacorte, M. (2012). Language at play: Digital games in second and foreign language teaching and learning. New York: Pearson.
Thorne, S. L., & Reinhardt, J. (2008). Bridging activities, new media literacies, and advanced foreign language proficiency. Calico Journal,25(3), 558–572.
Xu, Y., Barba, E., Radu, I., Gandy, M., & Macintyre, B. (2011). Chores are fun: Understanding social play in board games for digital tabletop game design. Proceedings of DiGRA 2011 Conference: Think design play, 1–16.
York, J., & deHaan, J. (2018, in press). A constructivist approach to game-based language learning: Student perceptions in a beginner-level EFL context. International Journal of Game-Based Learning (IJGBL), 8(1), 19–40.
Author information
Authors and Affiliations
Editor information
Editors and Affiliations
Rights and permissions
Copyright information
© 2019 The Author(s)
About this chapter
Cite this chapter
York, J., deHaan, J., Hourdequin, P. (2019). It’s Your Turn: EFL Teaching and Learning with Tabletop Games. In: Reinders, H., Ryan, S., Nakamura, S. (eds) Innovation in Language Teaching and Learning. New Language Learning and Teaching Environments. Palgrave Macmillan, Cham. https://doi.org/10.1007/978-3-030-12567-7_7
Download citation
DOI: https://doi.org/10.1007/978-3-030-12567-7_7
Published:
Publisher Name: Palgrave Macmillan, Cham
Print ISBN: 978-3-030-12566-0
Online ISBN: 978-3-030-12567-7
eBook Packages: Social SciencesSocial Sciences (R0)