Imagine the following scenario: You find yourself in a room
with only one exit, an elevator door in the middle of the room. You soon
discover that you need a key to open it. Looking around, you see an old
painting, a sofa, a small table with a drawer, a large chest, a
bookcase, and what appears to be a ventilation outlet with a grey box
behind it. Where will you look first?
This is the scenario you find yourself in when playing the
popular game app Can You Escape? Each level presents a
different room, and you must interact with the objects around the room,
find useful and hidden items, solve puzzles, and eventually discover a
key, card, or code to open the door and escape. And then it starts all
over again in a new room!
The game is simple yet addictive with challenging but short
puzzles. It has spawned several sequels and many imitators. It has also
become a regular feature in my ESL classroom. At first glance, it seems
strange that such a game is used in the language classroom. It features
very few words and, as an app, it is geared toward single-player use
with no real need for interaction.
However, it is the apparent lack of language that makes it
suitable for in-classroom use. Language in a game can actually be
restrictive for ESL students, as they need to focus on comprehension of
specific preprogrammed terms, which may be above their level. With few
or no words, there is more space for language production and more
flexibility to appeal to different learner levels. Interaction can also
be encouraged with well-designed collaborative activities. The game
merely offers a starting point to build a series of activities
around.
Indeed, “Can You Escape?” is suitable for classroom use in many
ways: It is a cross-platform app so it does not matter if your school
has iPads, Androids, or a BYOD set-up; it is free to download; it is
easy to get to grips with; and it has no content that may be considered
inappropriate for use by children. Personally, I have used this app with
ESL students aged 12–14, but the game is by no means restricted to
young learners—it is challenging enough to engage teenagers, university
students, and adult learners as well.
So, how can we use this game in an ESL setting? I will now
share a few ideas I have used to get my students engaging with and
producing English as they play. I will also highlight how the order of
the activities helps the learners develop their thinking skills in line
with Bloom’s Revised Taxonomy ("Revised Bloom's Taxonomy", n.d.).
Give Me a Hand
Idea: Attract the students’ interest by
asking them to help you as you play through Level 1
Great for: practicing language for giving
advice, making suggestions, or, at a simpler level, giving
instructions
Bloom’s Revised Taxonomy: Remembering
(recognizing) and Understanding (explaining, interpreting)
Young students often assume that their teachers are not up to
speed when it comes to technology. I play to this a little when I first
introduce the app in class by showing the game to them on my device and
saying that I do not know how to compete the first level. I then invite
advice and suggestions from them in order to complete the level. It is
important not to let them take over the device so that the language
keeps coming. After this, you should allow time for the students to play
through the same level on their own devices. This is best done in pairs
to encourage interaction.
Live Listening
Idea: Engage students in an intensive listening activity by talking them through a level
Great for: real-time listening for detail
Bloom’s Revised Taxonomy: Understanding
(interpreting, exemplifying) and Applying (executing)
Before this activity, you will need to make a list of instructions for completing the next stage, adjusting the language according to the level and age of your class. Read out the instructions one at a
time, making it clear that they must be followed exactly with no jumping
ahead. Pause between each instruction to allow the learners to perform
the actions on screen or ask clarification questions if necessary. This
works very well as a live listening activity. The students must listen
and respond to the instructions in real time, creating an intensive
listening experience without them ever realizing it. After the level is
completed, get the class to tell each instruction back to you as a way
to focus on the language more actively.
Walking Through the Jumble
Idea: Give the students the solution but make them work to understand it
Great for: Reading comprehension and negotiation of meaning
Bloom’s Revised Taxonomy: Understanding
(interpreting, exemplifying), Applying (executing), and Analyzing
(organizing, attributing)
Again, you will need to prepare a list of instructions for your students before they attempt the relevant level. However, instead of giving the instructions to the students
directly, give them out of sequence. The students must then play through
the level and decide what order the instructions should be placed in.
Of course, there may be more than one correct order, so it is a good
idea to get different pairs to compare their answers after playing. This
activity encourages the learners to analyze the actions they have taken
in the game and compare them to the written instructions on the
handout, again offering intensive receptive skills practice without them
ever realizing it. Alternatively, the walkthrough guide could be
incomplete or contain deliberate errors, encouraging the students to
play through the level and complete the guide with the correct
information.
Active Walkthroughs
Idea: Get students producing language to guide each other through a level
Great for: Processing and retelling visual information
Bloom’s Revised Taxonomy: Understanding (summarizing) and Evaluating (checking)
Having listened to and read through walkthrough guides, it is
now time for your learners to be more active in their production of
language. In the game or on YouTube, you will find video guides to each
level. Like the game itself, these clips contain no language. They
simply show the solutions to the puzzles in the level. Again, the
learners work in pairs but they each have their own device. One watches
the video and explains what to do while the other listens and follows
the instructions. For the next level, they swap roles. After each level,
ask the class to come up with an agreed set of instructions on the
board, allowing for language analysis and error correction.
Learner Walkthroughs
Idea: Students produce their own guide to a level
Great for: Writing instructions and explanations
Bloom’s Revised Taxonomy: Creating
(planning, producing) and Evaluating (checking, critiquing)
The final stage is for the learners to produce their own
guides. Let them play through a level, noting down the steps they take
as they do so. After they have finished playing, they then write out
their own walkthrough guide. This can be adapted to different levels
easily with lower levels writing a simple list of commands but higher
levels being encouraged to be more descriptive by writing paragraphs.
The guides can then be exchanged between groups and peer edited before
producing a definitive class version. This could even be extended to the
entire game (or one of the sequels) by asking different groups to
produce guides for different levels, ultimately creating a guide to the
entire game.
As stated at the beginning of this article, the lack of content
language in a game like “Can You Escape?” allows for a great deal of
language generation on the part of the learners. Through the activities
outlined above, they are encouraged to focus on language and practice
listening, reading, writing, and speaking as they play the game. The
game itself offers a rich context to drive their comprehension and
production of language forward. By trying to escape the room, we can
raise the level of learning that takes place in it.
References
"Revised Bloom's Taxonomy" (n.d.) Retrieved from http://www.celt.iastate.edu/teaching/effective-teaching-practices/revised-blooms-taxonomy
David Dodgson has
spent the last 16 years working in ESL classrooms in Europe and Africa.
He believes personalizing the learning process is the key to success in
the language classroom and has a strong interest in using and adapting
authentic input for learners of all levels. You can learn more about his
work at eltsandbox.weebly.com, a
site dedicated to game-based learning. |