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Vocabulary Presentation and Revision
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Vocabulary acquisition is
increasingly viewed as crucial to language acquisition. However, there is much
disagreement as to the effectiveness of different approaches for presenting vocabulary
items. Moreover, learning vocabulary is often perceived as a tedious and laborious
process.
In this article I would like to examine some traditional techniques and compare them with
the use of language games for vocabulary presentation and revision, in order to determine
whether they are more successful in presenting and revising vocabulary than other methods.
From my teaching experience I have noticed how enthusiastic students are about
practising language by means of games. I believe games are not only fun but help students
learn without a conscious analysis or understanding of the learning process while they
acquire communicative competence as second language users.
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Vocabulary teaching techniques
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There are numerous techniques concerned with
vocabulary presentation. However, there are a few things that have to be remembered
irrespective of the way new lexical items are presented. If teachers want students to
remember new vocabulary, it needs to be learnt in context, practised, and then revised to
prevent students from forgetting. Teachers must make sure students have understood the new
words, which will be remembered better if introduced in a "memorable way"
(Hubbard et. al. 1983:50). Bearing all this in mind, teachers have to remember to employ a
variety of techniques for new vocabulary presentation and revision.
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Gairns and Redman (1986) suggest the following
types of vocabulary presentation techniques:
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- Visual techniques. These pertain to visual memory, which is considered
especially helpful with vocabulary retention. Learners remember better the material that
has been presented by means of visual aids (Zebrowska 1975:452). Visual techniques lend
themselves well to presenting concrete items of vocabulary-nouns; many are also helpful in
conveying meanings of verbs and adjectives. They help students associate presented
material in a meaningful way and incorporate it into their system of language values.
- Verbal explanation. This pertains to the use of illustrative situations,
synonymy, opposites, scales (Gairns and Redman 1986:74), definition (Nation 1990:58) and
categories (Allen and Valette 1972:116).
- Use of dictionaries. Using a dictionary is another technique of finding
out meanings of unfamiliar words and expressions. Students can make use of a variety of
dictionaries: bilingual, monolingual, pictorial, thesauri, and the like. As French Allen
perceives them, dictionaries are "passports to independence," and using them is
one of the student-centered learning activities (1983:83).
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The advantages of using games.
Many experienced textbook and methodology manuals writers have argued that games are not
just time-filling activities but have a great educational value. W. R. Lee holds that most
language games make learners use the language instead of thinking about learning the
correct forms (1979:2). He also says that games should be treated as central not
peripheral to the foreign language teaching programme. A similar opinion is expressed by
Richard-Amato, who believes games to be fun but warns against overlooking their
pedagogical value, particularly in foreign language teaching. There are many advantages of
using games. "Games can lower anxiety, thus making the acquisition of input more
likely" (Richard-Amato 1988:147). They are highly motivating and entertaining, and
they can give shy students more opportunity to express their opinions and feelings (Hansen
1994:118). They also enable learners to acquire new experiences within a foreign language
which are not always possible during a typical lesson. Furthermore, to quote
Richard-Amato, they, "add diversion to the regular classroom activities," break
the ice, "[but also] they are used to introduce new ideas" (1988:147). In the
easy, relaxed atmosphere which is created by using games, students remember things faster
and better (Wierus and Wierus 1994:218). S. M. Silvers says many teachers are enthusiastic
about using games as "a teaching device," yet they often perceive games as mere
time-fillers, "a break from the monotony of drilling" or frivolous activities.
He also claims that many teachers often overlook the fact that in a relaxed atmosphere,
real learning takes place, and students use the language they have been exposed to and
have practised earlier (1982:29). Further support comes from Zdybiewska, who believes
games to be a good way of practising language, for they provide a model of what learners
will use the language for in real life in the future (1994:6).
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Games encourage, entertain, teach, and promote
fluency. If not for any of these reasons, they should be used just because they help
students see beauty in a foreign language and not just problems that at times seem
overwhelming.
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Choosing appropriate games. There
are many factors to consider while discussing games, one of which is appropriacy. Teachers
should be very careful about choosing games if they want to make them profitable for the
learning process. If games are to bring desired results, they must correspond to either
the student's level, or age, or to the material that is to be introduced or practised. Not
all games are appropriate for all students irrespective of their age (Siek-Piskozub
1994:37). Different age groups require various topics, materials, and modes of games. For
example, children benefit most from games which require moving around, imitating a model,
competing between groups and the like (Siek-Piskozub 1994:38). Furthermore, structural
games that practise or reinforce a certain grammatical aspect of language have to relate
to students' abilities and prior knowledge. Games become difficult when the task or the
topic is unsuitable or outside the student's experience.
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Another factor influencing the choice of a game
is its length and the time necessary for its completion. Many games have a time limit, but
according to Siek-Piskozub, the teacher can either allocate more or less time depending on
the students' level, the number of people in a group, or the knowledge of the rules of a
game etc. (1994:43).
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When to use games. Games are often
used as short warm-up activities or when there is some time left at the end of a lesson.
Yet, as Lee observes, a game "should not be regarded as a marginal activity filling
in odd moments when the teacher and class have nothing better to do" (1979:3). Games
ought to be at the heart of teaching foreign languages. Rixon suggests that games be used
at all stages of the lesson, provided that they are suitable and carefully chosen. At
different stages of the lesson, the teacher's aims connected with a game may vary:
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- Presentation. Provide a good model making its meaning clear;
- Controlled practise. Elicit good imitation of new language and appropriate responses;
- Communicative prastice. Give students a chance to use the language (1981:70).
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Games also lend themselves well to revision
exercises helping learners recall material in a pleasant, entertaining way. All authors
referred to in this article agree that even if games resulted only in noise and
entertained students, they are still worth paying attention to and implementing in the
classroom since they motivate learners, promote communicative competence, and generate
fluency. However, can they be more successful for presentation and revision than other
techniques? The following part of this article is an attempt at finding the answer to this
question.
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The use of games for presenting and revising vocabulary
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Vocabulary presentation. After the
teacher chooses what items to teach, Haycraft suggests following certain guidelines. These
include teaching the vocabulary "in spoken form first" to prevent students from
pronouncing the words in the form they are written, placing the new items in context, and
revising them. A number of techniques can be adopted to present new vocabulary items. The
presentation of new vocabulary is classified according to verbal and visual techniques
following Gairns and Redman's classification. Among visual techniques are flashcards,
photographs and pictures, wall charts, blackboard drawings, word pictures, incongruous
visuals, realia, mime, and gesture. Students can label pictures or objects or perform an
action. Verbal techniques consist of using illustrative situations, descriptions, synonyms
and antonyms, scales, and, as described by Nation (1990:58), using various forms of
definition: definition by demonstration (visual definition), definition by abstraction,
contextual definitions, and definition by translation. Allen and Valette (1972:116) also
suggest the use of categories-organising words into sets, subclasses and subcategories
often aided by visual presentation. Those learners who are more autonomous can make use of
other techniques such as asking others to explain the meaning of an unknown item, guessing
from context or using either of a variety of dictionaries.
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I shall now proceed to present practical
examples of games I have used for vocabulary introduction and revision.
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Description of the groups. For the
purpose of vocabulary presentation, I chose two groups of third form students. With one of
them I used a presentation game and with the other translation and context guessing. In
both groups, students' abilities varied-ranging from those whose command of English was
very good, able to communicate easily using a wide range of vocabulary and grammatical
structures, and those who found it difficult to communicate. The choice of lexical items
to be introduced
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After covering the first conditional and time
clauses in the textbook, I decided to present students with a set of idioms relating to
bodily parts-mainly those connected with the head (taken from The Penguin Dictionary of
English Idioms ). The choice of these expressions was determined by students' requests
to learn colloquial expressions to describe people's moods, behavior, etc. Moreover, in
one of the exercises the authors of the textbook called for examples of expressions which
contain parts of the body. For the purpose of the lesson I adapted Gear and Gear's
"Vocabulary Picture-Puzzle" from the English Teaching Forum (1988:41).
Students were to work out the meanings of sixteen idiomatic expressions. All of them have
Polish equivalents, which made it easier for students to remember them.
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Description of vocabulary picture-puzzle
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To prepare the puzzle, I cut two equal-sized
pieces of cardboard paper into rectangles. The selected idioms were written onto the
rectangles in the puzzle-pieces board and their definitions on the game board. On the
reverse side of the puzzle-pieces board, I glued colorful photographs of landscapes and
then cut the puzzle-pieces board into individual pieces, each with an idiom on it. The
important thing was the distribution of the idioms and their definitions on the boards.
The definitions were placed in the same horizontal row opposite to the idioms so that when
put together face to face each idiom faced its definition.
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(Figure) The idioms and their definitions were
the following (all taken from The Penguin Dictionary of English Idioms p.77):
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- to be soft in the head: foolish, not very intelligent;
- to have one's hair stand on end: to be terrified;
- to be two-faced: to agree with a person to his face but disagree with him behind his
back;
- to make a face: to make a grimace which may express disgust, anger;
- to be all eyes: to be very attentive;
- to be an eye-opener: to be a revelation;
- to be nosy: to be inquisitive, to ask too many questions;
- to be led by the nose: to be completely dominated by, totally influenced by;
- long ears: an inquisitive person who is always asking too many questions;
- to be all ears: to listen very attentively;
- to be wet behind the ears: to be naive, inexperienced;
- a loose mouth: an indiscrete person;
- one's lips are sealed: to be obliged to keep a secret;
- to have a sweet tooth: to have a liking for sweet food, sugar, honey, ice cream,
etc.;
- to grind one's teeth: to express one's fury;
- to hold one's tongue: to say nothing, to be discrete;
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The task for students. Work out
the puzzle by matching the idioms and their definitions. First, put puzzle-pieces on the
desk with the word facing up. Take one and match the idiom to the definition. Having done
that, place the puzzle-piece, word-side-up, in the chosen rectangle. When you have used up
all the pieces, turn them over. If they form a picture of a landscape, the choices are
correct. If not, rearrange the picture and check the idiom-definition correspondences.
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The game objectives. To work out
the puzzle, students had to match idioms with their definitions. The objective of the game
was for each pair to cooperate in completing the activity successfully in order to expand
their vocabulary with, in this case, colloquial expressions.
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All students were active and enjoyed the
activity. Some of their comments were as follows: "Very interesting and
motivating" "Learning can be a lot of fun" etc.
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Students also had to find the appropriate
matches in the shortest time possible to beat other participating groups. The element of
competition among the groups made them concentrate and think intensively.
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Translation activity. The other
group of students had to work out the meanings of the idioms by means of translation.
Unlike the previously described group, they did not know the definitions. The expressions
were listed on the board, and students tried to guess their proper meanings giving
different options. My role was to direct them to those that were appropriate. Students
translated the idioms into Polish and endeavored to find similar or corresponding
expressions in their mother tongue. Unlike the game used for the purpose of idiom
introduction, this activity did not require the preparation of any aids. Fewer learners
participated actively or enthusiastically in this lesson and most did not show great
interest in the activity.
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Administering the test. In order
to find out which group acquired new vocabulary better, I designed a short test, for both
groups containing a translation into English and a game. This allowed learners to activate
their memory with the type of activity they had been exposed to in the presentation.
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The test checking the acquisition of newly-introduced reading
vocabulary
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I. Match the definitions of the idioms with the
pictures and write which idiom is depicted and described:
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- to be inexperienced
- to listen very attentively
- to be terrified
- to be dominated by someone
- to be attentive
- to be insincere, dishonest
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The proper answers are the following:
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- d ., to be wet behind the ears
- a ., to be all ears
- e ., to have one's hair stand on end
- f ., to be led by the nose
- b ., to be all eyes
- c ., to be two-faced.
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II. Translate into English (the translated
sentences should be the following):
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- He is soft in the head.
- She is two-faced, always criticizes me behind my back.
- Mark has a sweet tooth, so he is not too slim.
- Will you hold your tongue if I tell you something?
- Why are you such a loose mouth?
- Don't be nosy! This is none of your business.
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The results of the test. The
following table shows how many students did better at the game, how many at the
translation and how many did equally well at one and the other:
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Analysis of the results. Group I
received an average mark of 3.9 as compared to 3.4 obtained by group II. In other words,
the group which had learned vocabulary through games performed significantly better.
However, it is especially interesting and surprising that group II also received high
scores for the game. Even though learners in group I had the material presented by means
of translation, most students got better marks for the game.
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Summing up. Even though the
results of one activity can hardly lead to informative conclusions, I believe that the
results suggest that the use of games for presentation of new vocabulary is very effective
and enjoyable for students. Despite the fact that the preparation of a game may be
time-consuming and suitable material may be hard to find, teachers should try to use them
to add diversion to presentational techniques.
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Many sources referred to in this article
emphasise the importance of vocabulary revision. This process aims at helping students
acquire active, productive vocabularies. Students need to practise regularly what they
have learnt; otherwise, the material will fade away. Teachers can resort to many
techniques for vocabulary consolidation and revision. To begin with, a choice of graphs
and grids can be used. Students may give a definition of a given item to be found by other
students. Multiple choice and gap filling exercises will activate the vocabulary while
students select the appropriate response. Teachers can use lists of synonyms or antonyms
to be matched, sentences to be paraphrased, or just some words or expressions in context
to be substituted by synonymous expressions. Doing cloze tests will show students'
understanding of a passage, its organisation, and determine the choice of lexical items.
Visual aids can be of great help with revision. Pictures, photographs, or drawings can
facilitate the consolidation of both individual words as well as idioms, phrases and
structures. There is also a large variety of word games that are "useful for
practising and revising vocabulary after it has been introduced" (Haycraft 1978:50).
Numerous puzzles, word squares, crosswords, etc., are useful especially for pair or group
work.
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I shall now present the games I have used for
vocabulary revision.
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Description of the group. I gave
teachers a questionnaire to determine their view of using games for vocabulary teaching.
In response to the questionnaire, many teachers said they often used games for vocabulary
revision. Some claimed they were successful and usually more effective than other methods.
To see if this is really true, I decided to use a crossword puzzle with a group of first
year students.
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The crossword puzzle. After
completing a unit about Van Gogh, students wanted to expand their vocabulary with words
connected with art. The students compiled lists of words, which they had learnt. In order
to revise the vocabulary, one of the groups had to work out the crossword puzzle.
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Students worked in pairs. One person in each
pair was provided with part A of the crossword puzzle and the other with part B. The
students' task was to fill in their part of the puzzle with the missing words known to
their partner. To complete the activity, learners had to ask each other for the
explanations, definitions, or examples to arrive at the appropriate answers. Only after
getting the answer right could they put it down in the suitable place of their part of the
crossword. Having completed the puzzle, students were supposed to find out what word was
formed from the letters found in the shaded squares.
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The word in shaded squares: STAINED GLASS.
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Students enjoyed the activity very much and did
not resort to translation at any point. They used various strategies to successfully
convey the meanings of the words in question-e.g., definitions, association techniques,
and examples. When everyone was ready, the answers were checked and students were asked to
give examples of definitions, explanations, etc., they had used to get the missing words.
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Definitions. The other group performed a
similar task. Students were to define as follows:
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I. Define the following words: shade, icon,
marker, fresco, perspective, hue, daub, sculptor, still life, watercolor, palette,
background.
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II. Find the words these definitions describe:
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- a public show of objects
- a variety of a colour
- a wooden frame to hold a picture while it is being painted
- a pale or a delicate shade of a colour
- a picture of a wide view of country scenery
- an instrument for painting made of sticks, stiff hair, nylon
- a painting, drawing, or a photograph of a real person
- a piece of work, especially art which is the best of its type or the best a person has
made
- painting, music, sculpture, and others chiefly concerned with producing beautiful rather
than useful things
- a line showing the shape (of something)
- a person who is painted, drawn, photographed by an artist
- a picture made with a pen, pencil, etc.
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The test. To learn which group
acquired and consolidated the vocabulary better, I prepared and administered a short test.
One part of it was a matching exercise-students were to match a word and its definition.
The other part consisted of a crossword puzzle. The learners' task was to write in the
defined words and give a definition to the word that was formed of a sequence of letters
in a horizontal line. All definitions were taken from The Longman Active Study
Dictionary of English.
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I. Match the definitions with the words below:
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- a public display of objects
- the scenery or ground behind the main object
- charming or interesting enough to be made into a picture
- a wooden frame to hold a picture while it is being painted
- (a picture painted with) paint mixed with water
- a picture of a wide view of country scenery
- a board with a curved edge and a hole for the thumb on which an artist mixes colours
- a picture made with a pen, pencil, etc.
- a colour
- painting, music, sculpture, and others chiefly concerned with producing beautiful rather
than useful things
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A. picturesque, B. landscape, C. hue, D.
exhibition, E. watercolor, F. background, G. palette, H. easel, I. fine arts, J. drawing
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II. Work out the crossword puzzle and define no.
9.
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- (Figure) a thing made to be exactly like another
- a person who is painted, drawn, photographed by an artist
- an instrument for painting made of sticks, stiff hair, nylon
- a variety of a colour
- a stick of coloured wax, chalk used for writing or drawing especially on paper
- a piece of work especially art which is the best of its type or the best a person has
done
- a pale or a delicate shade of a colour
- a line showing the shape (of something)
- :
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The correct answers were:
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I. 1,D; 2, F; 3, A; 4, H; 5, E; 6, B; 7, G; 8,
J; 9, C; 10, I.
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II. 1. copy, 2. model, 3. brush, 4. tone, 5.
crayon, 6. masterpiece, 7. tint, 8. outline, 9. portrait: a painting, drawing of a real
person.
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The results of the test. The
results turned out to be very good with the average mark of 4.4. The following table
presents students' performance on the test with regard to its particular parts:
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*Except for the spelling mistakes, which show
that a student does not fully know the word (Palmberg 1986:18), both of the students would
have gained an equal number of points for both parts (one student wrote
"masterpiese", the other "brash").
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Analysis of results. The results
show that the crossword puzzle, though seemingly more difficult since it required the
knowledge of words and their definitions and not mere recognition and matching, was easier
for 27.4% of the learners and granted them more points for this part of the test. For the
majority of the students (nearly 60%) both activities proved equally easy and out of the
group of thirteen, eleven students had the highest possible score.
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These numbers suggest that games are effective
activities as a technique for vocabulary revision. Students also prefer games and puzzles
to other activities. Games motivate and entertain students but also help them learn in a
way which aids the retention and retrieval of the material (This is what the learners
stated themselves).
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However, the numbers also show that not everyone
feels comfortable with games and puzzles and not everyone obtains better results.
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Although one cannot overgeneralise from one
game, student feedback indicates that many students may benefit from games in revision of
vocabulary.
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Recently, using games has become a popular
technique exercised by many educators in the classrooms and recommended by methodologists.
Many sources, including the ones quoted in this work, list the advantages of the use of
games in foreign language classrooms. Yet, nowhere have I found any empirical evidence for
their usefulness in vocabulary presentation and consolidation.
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Though the main objectives of the games were to
acquaint students with new words or phrases and help them consolidate lexical items, they
also helped develop the students' communicative competence.
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From the observations, I noticed that those
groups of students who practised vocabulary activity with games felt more motivated and
interested in what they were doing. However, the time they spent working on the words was
usually slightly longer than when other techniques were used with different groups. This
may suggest that more time devoted to activities leads to better results. The marks
students received suggested that the fun and relaxed atmosphere accompanying the
activities facilitated students' learning. But this is not the only possible explanation
of such an outcome. The use of games during the lessons might have motivated students to
work more on the vocabulary items on their own, so the game might have only been a good
stimulus for extra work.
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Although, it cannot be said that games are
always better and easier to cope with for everyone, an overwhelming majority of pupils
find games relaxing and motivating. Games should be an integral part of a lesson,
providing the possibility of intensive practise while at the same time immensely enjoyable
for both students and teachers. My research has produced some evidence which shows that
games are useful and more successful than other methods of vocabulary presentation and
revision. Having such evidence at hand, I wish to recommend the wide use of games with
vocabulary work as a successful way of acquiring language competence.
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