Active spoken mastery of a foreign language all too
often remains an illusive wish on the part of language
learners. There is a tendency to seek the causes of
non-fluency and accurate speech outside the
classroom, for example, too little involvement,
interest and time investment on the part of learners.
In this article Manuela Macedonia asserts that the
problem is attributed primarily to the type of
exercises that are employed to process foreign language
input. Traditional transmission of morphology and
syntax by way of rules, and practising such rules via
written exercises, does not lead to spoken language,
for with this type of practice the retrieval of learned
material is too slow and often incomplete to enable
successful speech. While games in language and
SEN instruction are not new, in this article their
targeted usage based on cognitive/neurological
evidence is proposed in order to proceduralise
declarative knowledge and thereby to elevate accuracy
and fluency to a level that enables real-time speech.
Key words: foreign language teaching, mastery, games,
declarative knowledge, procedural knowledge.
Games and foreign
language teaching
MANUELA MACEDONIA
Introduction
The language learning landscape in continental Europe
over the past two decades reveals that the path to active
mastery of a foreign language is long and rocky.
Somewhere along the line, learned grammar and vocabulary
should merge into sentences and so empower language
learners to speak. Such merging should occur at a tempo that
matches native speakers in order to enable communication
and to avoid a loss of interest or a switch to another language
on the part of the communication partner. A typical negative
example is a waiter in a foreign country who lacks the
time and patience to give the tourist’s laborious language
production a chance and so responds in English.
Foreign language should be available as a retrievable inventory
of useful resources in the memory of learners to enable
them to communicate in real time; only then have they
achieved fluency in the foreign language. Understanding a
language, knowing its rules and retrieving vocabulary
amounts to progress toward fluency, but cannot be equated
to active fluency. This sounds banal and self-evident.
However, in practice we observe that learners accrue much
metaknowledge about the language, yet even after years of
study cannot speak fluently. Why does conventional language
instruction attempt to transmit foreign language as theoretical
knowledge, and why does practical application remain so
difficult? Certainly there are multiple answers to these
questions, for example, that grammar is essential and
forms the structural basis for a certain level of accuracy in
language production.
However, we can seek different kinds of answers in the
reality of unsatisfactory achievement: learners fail to recall
vocabulary, sentence formation takes too long, learners are
uncertain about word endings, etc. All this leads to inhibitions
rather than to speaking! But why is vocabulary not available
for retrieval? Why does it take so long to form a sentence?
Why are learners uncertain about word endings? And how
are these interrelated? Consider native speakers. They
speak effortlessly, yet possess theoretical knowledge of their
language only if they study such in school. A native speaker
does not simply inherently know about grammar, that a word
happens to be a verb, or which morphological forms this
verb has. The native speaker retrieves every word and structure
instantaneously and so can communicate in real time.
While my experience over the last 15 years has been rooted
in foreign language education in schools, universities and
adult education, games could likewise prove a viable
instrument in the instruction of pupils with special educational
needs. Certainly SEN educators have already paved new
ground far beyond conventional pedagogy, and games are
nothing new in this field. However, I propose the concept
of games as tools for the targeted proceduralisation of
declarative knowledge (see below). I invite educators to
develop appropriate games for the specific needs of
learners with SEN, as modern neuroscientific research
indicates that proceduralisation functions in the same way
for all learners (see Gazzaniga, Ivry and Mangun, 2002).
G A M E S
© NASEN 2005 Support for Learning • Volume 20 • Number 3 • 2005 135