Professional Documents
Culture Documents
Pedagogical Report
Colorado State University
Kathleen Hamel
are eight types of intelligences and each student learns within certain types of
intelligences, and those must be facilitated as such (Larsen-Freeman & Anderson, 2011).
The use of a game (as described below) will broaden the range of the intelligences that
could be reached during class. The goal of reaching out to more students is to allow for
students to be more intrinsically motivated.
Intrinsic motivation is when a student wants to learn something because they truly
want to learn, not due to external factors such as grades (Ortega, 2009, p. 176). Intrinsic
motivation is also when students learn for enjoyment; when students are playing games
this facilitates that enjoyment and allows for natural intrinsic motivation, providing the
opportunity to: master the task at hand, win the game and, most importantly, achieve the
intended linguistic outcomes the game is designed to address (YourDictionary, 2014).
Ortega (2009) notes that intrinsic motivation is considered optimal because it has been
experimentally shown to be consistently associated to higher levels of achievement
(p.176). To that end, not only does it benefit a students linguistic progress but its also
more fun for the students, allowing for a relaxing, and cooperative atmosphere in the
classroom.
In order to capture the students attention and facilitate working in a cooperative
manor, I present a team-based game. The teacher would split the class into two groups.
Then, using a projector, write a grammatically incorrect sentence onto a transparency
slide and ask the students within their groups to come up with the correct answer. Then a
student who (for that round) is designated as the runner, then writes the corrected
sentence on the white board, in attempt to beat the other team, like a race. Its important
that each student has the opportunity to be the runner in their team because each student
is then challenged and possibly motivated. This game can vary greatly in order to tailor to
the needs of the teacher and students. For example, technology like a projector is not
even necessary, and any grammatical focus could be used, which allows for the use of
this game across various levels, allowing to tailor to the needs of the students. Although
there is a lot of flexibility within the structure of this game, a shortcoming might be that
students are so unmotivated that they dont get into the game, meaning that the students
wouldnt truly reap all the benefits that the game allows for. However, based on my
experiences in a classroom, students are actively willing and wanting to participate in
games during class.
Through the use of this game, students will feel more intrinsically motivated. This
increased motivation could thus lead to more effective learning and students feeling more
motivated to do work associated with the progress of their learning, which would then be
reflected upon in their grades. Within this game, six out of the eight intelligences are used
from the Theory of Multiple Intelligences, this includes: visual, verbal, logical, bodily
(kinesthetic), interpersonal, and then finally, intrapersonal. These intelligences are
experienced when students see the prompt in from of them, are able to talk about it with
their peers, use logic in order to correct the mistakes, run to write answers on the board,
have to work with one another and have to come to conclusions with oneself; all of which
contribute to the increase of students motivation.
References
Larsen-Freeman, D. and Anderson, M. (2011). Techniques and principles in language
teaching. Oxford: Oxford University Press.
Ortega, L. (2009). Understanding second language acquisition. London: Hodder
Education.
YourDictionary, (2014). ESL Games and Linguistic Outcomes. [online] Available at:
http://esl.yourdictionary.com/lesson-plans/ESL-Games-and-Linguistic-Outcomes.html
[Accessed 2 Dec. 2014].