
Eui Jung (Ana) Kim
English Language Institute
University of Delaware
Newark, DE, USA |

Sarah Petersen
English Language Institute
University of Delaware
Newark, DE, USA |
The safe, pleasurable environment of a good game motivates
players to test their physical, social, mental, or―in the case of a
language learner―communicative skills, thus preparing them for the
application of these skills to reality. Unfortunately, ESL/EFL teachers
responsible for a daunting curriculum tend to bypass games for fear of
wasting classroom time with distractors. Yet, a game has just as much
potential for furthering skill acquisition as any other activity when
carefully constructed. Conversely, a group essay-writing project can
evoke just as much pleasure as a round of Jeopardy. Whether the
experience was designed specifically for fun, as in a game, or not, as
in a serious activity, the effective engagement of skills yields
enjoyment. In the following discussion, then, the terms game and activity, along with the
global term gameful activity, may be understood as
interchangeable references to any dynamic experience, designed to
achieve a meaningful outcome, in which players engage in an artificial
conflict or challenge defined by rules. What is required for evaluating
the usefulness of any such exercise is a set of criteria by which to
measure its potential for student engagement.
MULTIPLE INTELLIGENCE THEORY
Howard Gardner’s multiple intelligence theory posits that human
intelligence is pluralistic rather than unitary. There is a broad
intellectual spectrum in every learner, from verbal/linguistic to
logical/mathematical, visual/spatial, bodily/kinesthetic,
musical/rhythmic, interpersonal, intrapersonal, and naturalist
intelligences (Gardner, 1983). In the classroom, a gameful activity
that mobilizes the minds of participants in multiple ways affords
greater opportunity for them to exercise their diverse intelligences in
the reinforcement of concepts and skills. In short, the more
intelligences that are addressed, the more effective the activity.
CLARITY OF OBJECT AND RULES
The optimal mobilization of the intelligences requires an efficient
mental state, referred to as flow by the positive
psychologist Mihaly Csikszentmihalyi (1988). Flow requires, among other
things, the ability to concentrate. To that end, a gameful classroom
activity needs clearly to identify the goal and delineate the orderly
sequence of actions that potentially lead to that goal—that is, clear
rules are needed. With them, students are able confidently to sort
incoming information as either useful or irrelevant for their purposes.
The absence of clear rules will result in anxiety, as a student
struggles with multiple stimuli in an attempt to discover the right
focus by trial and error, or in apathy, when a student perceives any
effort as futile and therefore just gives up.
FEEDBACK
With a solid framework of game rules in place, players have the freedom
to focus their attention on strategies, some of which prove more
effective than others, and it is part of the game’s challenge to
discover the most successful ones. In the case of an ESL/EFL activity,
that challenge is compounded by the need to manipulate language
structures in the process. Making the most effective choices of both
game and language strategies depends on the quality of the feedback
delivered to the player along the way. Clear and immediate feedback
allows players to effectively adjust their action or language in time to
avoid pitfalls or seize opportunities. The feedback may be inherent in
the activity, as when a certain choice engenders consequences within a
game, or it may come in the form of meta-feedback, when students and
teacher take time-outs to analyze language that would facilitate the
task. Whatever the form, in helping to identify effective approaches,
feedback contributes to a sense of control, which, in addition to the
ability to concentrate, Csikszentmihalyi (1975) cites as an essential
requisite of flow.
CHALLENGE-SKILL BALANCE
The sense of control can be easily compromised, however. Csikszentmihalyi’s research (1975) reveals that flow depends on a delicate balance between
being in control and being overwhelmed. That thrilling tension of risk
allows players to experience the peak of enjoyment; its absence would
result in boredom. Nevertheless, if the challenge is disproportionately
higher than students’ skills, it may generate over-anxiety, leading to
diffused attention and a reduction in short-term memory
(Csikszentmihalyi, 1988). Therefore, an effective activity is tailored
to stretch participants just beyond their current capacities without
violating the subtle challenge-skill ratio. Dr. Jane McGonigal, director
of Game Research and Development at the Institute for the Future and
author of Reality is Broken (2011), suggested that
these “micro increases” (p. 57) in the challenge
engender a sense of discovery, exploration, problem-solution, and a
feeling of novelty, thereby sustaining participants’ interest and
motivation.
MOTIVATION
According to both McGonigal and Csikszentmihalyi, the most highly
effective motivations are intrinsic ones. The deep mental absorption
that characterizes flow is in itself a very positive feeling; when
individuals find themselves in this state, nothing else matters. In
addition, the satisfactory application of skills to challenges leads to a
feeling of power, being in control, and self-improvement, which
reaffirms a participant’s identity and self-esteem (Csikzentmihalyi,
1990). Other intrinsic rewards include the sense of contributing to
something greater than oneself, as in a service-oriented project, and
the sense of community, as in a group or team enterprise (McGonigal,
2011). These fulfilling outcomes, all elements of flow, motivate
students to seek out similar experiences in order to reproduce the
positive feelings. In the process, skills and self-confidence are
reinforced, and a cycle of positive reinforcement is established.
MECHANICS
That upward cycle would be impossible without a seemingly minor yet
crucial variable: the basic mechanics of the game. To allow for the
undivided attention needed to generate an optimal experience, all the
elements embedded in the game, all the potential moves, must allow the
player to advance (McGonigal, 2011). When they do not, the game itself
becomes a frustrating obstacle to the player. Even when the instructions
are clear and carefully obeyed, in a poorly constructed activity, the
result of one move might make the next required move impossible, leaving
players confused as to how to proceed. To avoid this, an activity
should be scrutinized for internal consistency.
ADOPTABILITY AND ADAPTABILITY
Instructors appreciate having a toolbox of proven activities that can
be drawn from in a variety of contexts. Therefore a classroom exercise
may be rated as useful on the grounds not only of its learning
effectiveness but also of its versatility. Adoptability, the potential
for using the same game format across skill areas, and adaptability, the
ease with which a format can be modified to suit diverse language
proficiency levels, offer the flexibility to tailor an activity to a
class’s changing needs.
The seven criteria proposed above for evaluating the efficacy of a
gameful activity constitute an assessment tool, still in the early
stages of development, whose purpose is not to pass final judgment on a
game but to provide insights on its potential for excellence. Each
criterion is conceived on a separate scale from the least to the most
effective condition leading to optimal experience or flow. By
considering each criterion independently, teachers may be able to
identify shortcomings in discrete areas and make the necessary
adjustments to salvage the game and transform it into a truly worthwhile
learning experience.
REFERENCES
Csikszentmihalyi, M. (1975). Beyond boredom and
anxiety: The experience of play in work and games. San
Francisco, CA: Jossey-Bass, Inc.
Csikszentmihalyi, M. (1990). Flow: The
psychology of optimal experience. New York, NY: Harper
& Row.
Csikszentmihalyi, M., & Csikszentmihalyi, I. (1988). Optimal experience: psychological studies of flow in
consciousness. Cambridge, England: Cambridge
UniversityPress.
Gardner, H. (1983). Frames of mind: The theory of multiple
intelligences. New York, NY: Basic Books.
McGonigal, J. (2011). Reality is broken: Why games make us
better and how they can change the world. New York, NY: The
Penguin Press.
Sarah S. Petersen, whose 22 years in the ESL/EFL
profession have included teaching in the Central African Republic and
French Guiana, is currently an instructor at the English Language
Institute of the University of Delaware. Ana Kim, instructor at the English Language Institute of the University of Delaware, has been appointed to serve on the Fulbright National Screening Committee for the 2011-2013 English Teaching Assistantship sponsored by the US Department of Education.
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