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1.

Your friend argued about 20% of language classroom implemented games before the
age of computer. Elaborate on that as an opening remark.

Before the age of computer, the classroom used to have formal language learning.
That is why they use lesser game in the class. But usually, language teacher used
simpler games such as board game, word games, and card-based games. These
games then were usually played or used outside of classroom instead of as a tool in
language teaching.

2. How much have games been utilized in language learning?


How long do you think games have been around in assisting language learning and
why do you think games are such a natural selection to be converted into a tool of
learning?
Why are games being so desirable in education or learning?

Games are chosen as a tool because it has been known that most students feel
nervous in learning a subject, thus when games are included in classroom activities it
will create a fun learning environment. Games will also create an experiential
learning environment whereby students are more interactive in class.

It is not a natural choice. This is because games only acted as a supplementary tool
and education is formal, but games are informal. Hence, the concept of making
games as a primary tool for language classroom is not a choice.

3. Games have been known as a distraction and a destruction specially to learning


because games are rather informal. However, your topic today is a reverse to this
logic. So, how would you justify the implementation of games bound on the platform
of the web in becoming a crucial and important learning component despite being
supplementary?

One of the main reasons why games are chosen as a part of language classroom,
especially role-playing games like D&D is simply because of the evolution of both the
students and the technology. Students have evolved from the traditional learners of
formal learning to creative critical thinkers. So, does games whereby it evolves from
a simple table top games into a digitized version in this current digital world. Thus,
this is a step-forward of taking in games and technology into language classroom.

4. If games are having the role of supplementary rather than primary, what would be
the major components of learning strategies in language classroom before the age of
the web? The classic learning strategies?

Formal learning. Face-to-face teaching and learning (direct engagement).


Reading resources from books.
Interactivity, interactive activities.
Try and error.
Memorization.
Self-discovery.

5. Though games are there as supplementary but their significance in language learning
has increased ever since the day before the web, how do you justify this?

6. How do you justify games as a serious learning tool in language classroom even
though it is only there as supplementary?

In fact, the percentage are indeed increasing. This is because games are being used
as a more fun way to assist language teaching and learning as it does not stress out
the teachers and students if compared to traditional ways of language learning
through pen and papers which is boring and stressful. A perfect example would be
Quizlet and Kahoot in which these games can transform a boring classroom into
more fun and less stressful environment to both the teachers and the learners.

7. Why do you think there is a higher percentage in using games as a tool?

This is because teachers understand the fact that students nowadays have evolved if
compared to the past before the era of the web. Students nowadays are more visual
as being predicted by Prensky in which he used the term “highly visual creatures”.

8. If games in the digital world are not implemented in language classroom, are there
any prices to be paid by both the teachers and the learners?

No. This is because games only acted as a supplementary tools and teachers have
choices to either use it or not in which teachers can experimentalize the best tools to
be used in language classroom as a teaching aide.

9. Why is Dungeon and Dragon in its current form, would be the great choice as a tool
in enhancing language learning?

Dungeon and Dragons started in the 1970s. Initially it was just simply a game to
attract likeminded people who have read The Lord of the Ring and The Hobbit.
Nowadays, D&D will be the most suitable choice for a tool to be used in a language
classroom because the mechanism of the game itself is on language. Language
learners are required to use their own narrative using their own capability in
language thus this will indirectly enhance their language skills. Unlike other games
like Monopoly, Dungeons and Dragons focus on the language is the very reason why
it will be helpful in language classroom. Plus, D&D have been translated into many
languages around the world.
10. Games, no matter how amazing it is, it will never fit as a primary tool in language
learning. Let’s get into the technical explanation: Why do you think that D&D will be
great as a learning tool? Explain based on learning theories.

Explanation on the Socratic Circle approach.

11. What skills will be gained directly and indirectly by the learners through this
approach?

Directly: language skills (listening, speaking) and critical and creative thinking skills.
Indirectly: problem-solving skills. Information sharing, and the skills needed for
articulation of information in an effective way.

12. Your platform?

Video sharing – Youtube.


Tele-conferencing applications.

13. Can games provide cultural challenge to the users and language learners?

Yes. Games are usually based on Western cultures and this give difficulties to users,
specifically language learners to adapt to these values especially in terms of cultural
sensitivity and context. However, this is not the case for D&D because the way D&D
is set up and played are very adjustable and highly adaptable into any cultures. D&D
primarily based on a fictional setting, but this setting can be adjusted and changed
according to the players cultural background.

14. By using D&D in language classroom, should learners be assessed in terms of how
effective D&D is in enhancing their language skills?

Yes. Teachers must consider that D&D being a supplementary tool it also means that
it is an optional. Therefore, teachers would need to assess D&D in the terms of how
effective it is as a supplementary tool for language learning in comparison with other
supplementary tools.

15. What are some of the things that games cannot provide in enhancing language
learning?

In terms of informal language. Especially in filtering out vulgar words and obscenity
in language which are culturally and religiously offensive. Thus, if this is not filtered
out properly, it will not achieve the primary goal of language learning.

16. How does the word ‘filter’ fit into the current generation of language learner when it
comes to their utilization of technology?
They have unrestricted access to huge amount information and usually they were
not taught to be selective in other word the learners of today, they lack in filtration
skill.

17. Conclusion.

Our group today has proposed the injection of games in this current mode residing in
cyber space of Web 3.0 that would enhance potentially language learning and we
have selected to illustrate our points by using Dungeons and Dragons among the
many games that exists. One thing about games is that, given the fact that we are
living in the post-modern world tend to take lightly issues about suitability and
cultural appropriateness. However, Dungeons and Dragons seems to escape this
problem.

The web is not a panacea for language learning because it does not solve all the
problems faced by language learners. In fact, the challenges of language learning
today have only come into light given the fact that the world has entered Web 3.0
and very few people actually know and understand on how to navigate through this
vast cyber space.

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