Game Mechanisms for Teaching EFL

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Game Mechanisms for Teaching EFL by Mind Map: Game Mechanisms for Teaching EFL

1. as individuals

1.1. info gaps

2. Worksheets

2.1. Vocabulary with pictures

2.2. As a list of Point Answers

2.3. Types of worksheets

2.3.1. Vocabulary phrases

2.3.2. Grammar samples

2.3.3. Game goals

2.3.4. Game mechanisms

2.3.5. Grammar exercises

2.3.6. Sample conversations

2.3.7. My vocabulary note box

2.4. Worksheets as Activity

2.4.1. worksheet mechanisms

2.4.1.1. pairwork

2.4.1.1.1. battleships

2.4.1.1.2. listen and correct

2.4.1.1.3. hints and answers

2.4.1.2. 3P

3. Dealt hand

3.1. can see cards

3.1.1. card content determines strategy

3.2. can't see cards

3.2.1. cues come from outside hand

3.2.1.1. can see opponent's cards

3.2.1.2. cues come from game board

3.2.1.3. cues come from draw or discard piles

4. Psychology

4.1. Motivation

4.1.1. Personal investment

4.1.2. Competition

4.1.3. Social

4.1.4. Rewarding

4.2. Mental processes

4.2.1. Less frontal lobe activity

4.2.1.1. Lower inhibition

5. Gender in gaming

5.1. Females

5.1.1. Social aspect

5.2. Males

6. purpose

6.1. Practice functions

6.1.1. requesting

6.1.2. Persuasion

6.1.2.1. talk others out of something

6.1.2.2. talk others into somenthing

6.1.3. explaining

6.2. Motivation

6.3. Social

7. Game interaction types

7.1. question and answer

7.2. translation

7.3. match cue with suitable reply

7.4. transformation drill

7.5. match item in collection

7.6. identify object quickly

7.7. match cue with suitable card choice

7.7.1. keyword

7.7.1.1. justify choice

7.8. One-upmanship

7.8.1. play a higher ranking card to continue

7.9. Fill in timeline type board

7.10. Winner in race

7.10.1. Timed race

7.10.2. Quantity of words race

7.10.3. Task based

7.10.4. Writing race

7.11. Basic interactions

8. Variables

8.1. evenness / unevenness

8.1.1. in position

8.1.1.1. cultural preferences

8.1.1.2. as Attacker or Defender

8.1.1.2.1. Scratch My Back game

8.1.2. at moment

8.1.2.1. knowledge of other's cards

8.1.2.1.1. Go Fish / Jumba / Card counting

8.2. time

8.2.1. as constraint

8.2.2. race

8.2.2.1. as motivator

8.3. reward / penalty

8.3.1. take or remove card to own hand

8.3.2. based on mistakes

8.3.2.1. Incorrect "slap"

8.4. choice

8.4.1. strategy

8.4.1.1. memory

8.4.1.1.1. choice based on previously played cards

8.4.1.2. choice based on cards available

8.4.2. knows and unknowns

8.5. point scoring

8.5.1. quantity of response

8.5.2. effort to add more language interaction

8.5.3. methods of scoring

8.5.3.1. use individual post-it notes

8.5.3.2. use a worksheet to add up score

8.5.3.2.1. use a secretary to record scores

8.5.3.3. use chips as rewards, add up score at end and record in a score book

8.5.4. point mechanisms

8.6. draw pile

8.6.1. language cue

8.6.1.1. requires logical response

8.6.1.1.1. unable to reply appropriately

8.6.2. conditional pile

8.7. open / closed interactions

8.7.1. open=no right answer /opinion /preference

8.7.2. closed=one right answer

8.7.2.1. leads to better negotiation of meaning

8.7.2.1.1. effort to be correct / communicate

8.7.2.2. mechanical - low level production

8.8. accuracy

8.8.1. answer printed somplace

8.8.1.1. on card

8.8.1.1.1. read by cuer

8.8.1.2. on worksheet

8.8.1.2.1. study first

8.8.2. one answer

8.8.3. multiple anwers

8.8.3.1. who judges accuacy?

8.9. following suit

8.9.1. suit = keyword

8.10. awarding or subtracting points

8.11. resources

9. Collaboration

9.1. as partnerships

9.1.1. communication allowed

9.1.1.1. can reveal card content to each other

9.1.2. cannot reveal hand to partner

9.2. shifting alliances

9.2.1. targeting others

9.3. giving hints to help guess card content

9.3.1. purpose is to discard guessed cards

9.4. interdependence

9.4.1. ways to build it

9.4.1.1. make an outside enemy

9.4.1.2. resource interdependence

9.4.1.2.1. group information gap

9.4.1.3. fantasy interdependence

9.4.1.3.1. roleplay

9.4.1.4. group identity codes / secret greetings

9.5. As team

10. Intention

10.1. as strategy

10.1.1. conceal intentions

10.1.1.1. choice of response (language)

10.1.1.2. save of play certain cards

10.2. as stance

10.2.1. true or false signals

10.2.1.1. desires

10.2.1.2. goals

10.2.1.3. pokerface

11. Competition

11.1. goals

11.1.1. win game

11.1.1.1. get something

11.1.1.1.1. accumulate cards

11.1.1.1.2. accumulate points

11.1.1.2. get rid of something

11.1.1.2.1. shedding cards

11.1.1.3. match something

11.1.1.3.1. suits

11.1.1.3.2. ranks

11.1.1.3.3. logical relationship

11.1.1.4. find something

11.1.1.4.1. Slap!

11.1.1.5. race to do something

11.1.1.5.1. race around a board

11.1.2. make game cooperative

11.1.2.1. don't keep score

11.1.2.2. team against class

11.1.2.3. each team member has a specific role

11.1.2.4. each team member has specific resource

12. Rules

12.1. game rules

12.1.1. clear, simple, concise

12.1.2. penalties

12.1.3. purpose

12.1.3.1. to control language use

12.1.3.2. to control mechanism of game play

12.1.3.3. or both of above

12.2. Rule-based culture

13. Fairness

13.1. turn taking

13.2. judging correctness

13.2.1. How to control random guesses

13.3. element of chance

13.3.1. solo dice rolling

13.4. rewards and penalties

13.4.1. mistakes = penalty

13.4.1.1. penalty should be fun for all

13.5. honesty in play

13.5.1. hovering over cards in slap

13.6. play jan-ken

13.6.1. winner allowed to choose something

13.6.1.1. choose category or question item

14. Equipment

14.1. cards

14.1.1. pictures only

14.1.2. picture w/words

14.1.3. points shown on front

14.1.4. words only

14.1.5. sets of cards

14.1.5.1. condition cards

14.1.5.1.1. action symbols

14.1.6. move around a game board type

14.1.7. ranks and suits

14.1.7.1. ranks for movement

14.1.7.2. ranks for capture

14.1.7.3. ranks for grouping (tricks)

14.1.7.4. suits for grouping (tricks)

14.2. dice

14.2.1. 6 sided

14.2.1.1. for moving around a game board

14.2.2. other sided

14.2.3. dice with letters

14.2.4. as randomizer

14.3. Boards

14.3.1. Change components

14.3.2. repeat equipment

14.3.3. the 4 cornered board

14.4. score sheets

14.4.1. paste it notes

14.4.2. printed template for names and scores

14.5. worksheets

14.5.1. vocabulary with picures

14.5.2. List of Point Answers

14.5.3. worksheet mechanisms

14.5.3.1. pairwork

14.5.3.1.1. battleships

14.5.3.1.2. listen and correct

14.5.3.1.3. hints and answers

14.5.3.2. 3P

14.5.4. Information Gap

14.5.5. Word List

14.5.5.1. Quizlet.com

14.6. databases

14.6.1. imagerights

14.6.1.1. personal use

14.6.2. googleimages

14.6.2.1. line art

14.6.2.2. clipart

14.6.3. disclaimer

14.7. spinner

14.7.1. as side condition

14.7.2. how to make

15. Language components

15.1. vocabulary

15.2. grammar

15.3. notions

15.3.1. context

15.4. subject-based content

15.5. functional language

15.6. how to preteach

15.7. writing

16. Rational for Approach

16.1. have fun

16.1.1. reduce "struggle"

16.2. language learning

16.2.1. internalize target language

16.2.2. show utility of languge

16.2.3. controlled repetion

16.3. social interaction

16.3.1. increase motivation

16.4. When to USE Games

17. Game Formats

17.1. worksheets

17.1.1. Information gap

17.1.1.1. Info Gap - find differences

17.1.1.2. Info Gap - matching

17.1.1.3. Info Gap - find person who

17.1.1.4. one way / two way gap

17.1.1.5. supplied to the learner / supplied by the learner

17.1.1.5.1. "spot the difference"

17.1.1.5.2. personal information

17.2. role play

17.2.1. parameters

17.2.1.1. task completion

17.2.1.2. degree of satisfaction

17.2.1.3. length of conversation

17.2.1.4. time limit

17.2.1.5. performance score

17.2.2. communicative competence

17.2.2.1. socio-linguistic competence

17.2.2.1.1. politeness

17.3. Card games

17.3.1. Shedding cards

17.3.1.1. Uno

17.3.1.1.1. set number of suits

17.3.1.2. Go Fish

17.3.1.2.1. set number of suits

17.3.1.3. Jumba (reverse Go Fish)

17.3.2. Accumulating cards

17.3.3. Concentration

17.3.3.1. double of each element

17.3.4. personal preferences between two or more cards

17.3.5. Sorting cards according to concept / keyword

17.3.5.1. ordering

17.3.5.1.1. preferences

17.3.5.2. grouping

17.3.5.2.1. similarities

17.3.6. guessing game

17.3.6.1. cues and hints to help guess card content

17.3.6.1.1. "BLURT"

17.4. Board games

17.4.1. Snakes and Ladders

17.4.1.1. questions on cards that match numbers on board

17.4.2. questions on board

17.4.3. race around board

17.4.4. the robber

17.4.5. reaching goal

17.4.6. Match cues printed w/cards in hand

18. "Collapetition"

18.1. giving hints

18.1.1. some way to show correct answer

18.1.1.1. supplemental sheet

18.1.1.2. on card itself

18.2. builds group solidarity

18.3. reinforces language item throughout group

18.4. answering freely in group - Blurt!

18.5. Feedback from "Cuer"

19. Purpose of Essay - Message

20. The Play

20.1. to trump

20.2. reflexes -be the first to ...

20.3. play a "round"

20.3.1. scrathmyback

20.3.1.1. request/accpt

20.4. non-games

20.5. matching

20.5.1. uno/war/gofish

20.6. shedding

20.6.1. uno

20.7. accumulating

20.7.1. war

20.8. comparing

20.8.1. poker

21. Reading in Card Games

21.1. reading labels

21.1.1. to match ideas and pictures

21.2. reading role play cards

21.2.1. to fulfill task of roleplay

21.3. reading in Info Gap activities

21.3.1. to fulfill task requirements

21.4. reading as cues and keywords

21.4.1. to get response from others

21.5. two tables-Q&A

22. Writing in Card Games

22.1. Writing at the end of the game

22.1.1. copy down onto paper card content

22.2. Write out story based on cards

22.3. Write out conversation based on roleplay

22.4. Choose number of cards and write about them.

22.5. Combined with a worksheet

22.6. cursive writing practice - new vocabulary

22.7. Practice writing cursive

22.8. Write what others say

23. Terminology

23.1. Cuer

23.2. mechanism

23.3. Dealer

23.4. teams

23.5. group

23.6. suit

23.7. rank

23.8. board

23.9. dice

23.10. responder / ??

23.11. Trick

23.11.1. Point Trick

23.11.2. Plain Trick

23.12. Bet

23.12.1. Betting board

23.12.2. Associated language

23.13. Command

23.14. Defense

23.15. Pass

24. Taxonomy of Mechanisms

24.1. Card mechanisms

24.1.1. accumulate

24.1.2. discard

24.1.3. race around board

24.1.4. 20 questions about cards

24.1.5. legal play

24.1.6. Pass card to right

24.2. Clues

24.2.1. definition

24.2.2. set answer to question

24.2.3. best answer out of many possible

24.2.3.1. list of possible adjectvives

24.2.3.1.1. personality types

24.2.3.1.2. superlatives

24.2.3.2. a phrase

24.2.3.3. to a question

24.2.4. themes

24.2.4.1. possible adjectives

24.3. Physical movement

24.3.1. Janken

24.3.1.1. used to get right to do or ask something

24.3.1.1.1. in Big Town, get to name category for comparison of personal data

24.4. Vocal Responses

24.4.1. group

24.4.1.1. Blurt

24.5. Board mechanisms

24.5.1. Snakes and Ladders

24.5.2. Race to end

24.5.3. Exchange places

24.5.4. Go to penalty box

24.5.5. Land - ask question

24.5.6. Land - answer question

24.5.7. Entry into goal rules

24.5.8. Skip turn

24.5.9. Go back

24.5.10. Go forward

24.5.11. Do physical action

24.5.12. Talk for period of time

24.5.13. Ask others to do something

24.5.14. Lie about something

24.5.15. Match a hand card to board item

24.6. Betting

24.6.1. periods of betting

24.6.2. formation of matching sets

24.7. Dice mechanisms

24.7.1. Rory's story cubes

24.7.2. dice as choice of phrase to use

24.8. Time limits and keeping

24.8.1. Cell phone timers

25. Game Types

25.1. Race games

25.1.1. using board

25.1.1.1. Blurt

25.1.2. shedding

25.1.3. timed activity

25.1.4. Race to write

25.2. Evasion games

25.3. Marriage games

25.4. Contract Games

25.5. Final Trick Games

25.6. Auction Games

25.7. Precision Games

25.8. dominos

25.8.1. 6 suits and 6 ranks

25.9. Matching Games

25.9.1. Match cards

25.9.1.1. Match with board

25.9.1.2. Match cards in hand

25.10. Game types & Tokens

26. Diagrams /Architecture