Definition of Communicative Games

describe where the person was, what he did, who he talked to. So as not to make the guessing too difficult, the ‘victim’s’ day should not be divided into more than six two-hour periods. The people who waited outside are called in and return to their groups. There they try and find out – by asking only yes no questions – how the group thinks they spent the previous day. 4 Lie detector The students are divided into groups. One member of each group leaves the room. In their absence the groups decide on a set of five to eight questions they want to ask the students. These can either be personal or factual questions. The students who went outside now return to their groups. They have to answer all questions, except one, truthfully; in one case they may lie. The rest of the group has to decide which answer was a lie. They have to give reasons to justify their opinion. The student tells them if they were right. 5 Coffeepotting The groups sit down facing one another. Then the teacher, without letting the others see it, shows all the members of the smaller group a piece of paper with an activity written on it. The members of the bigger group now have to guess this activity. In their questions they use the substitute verb ‘to coffeepot’, e.g. ‘Is coffeepotting fun in winter?’ Both yes no questions and wh-questions are allowed, but not the direct question ‘What is coffeepotting?’ The students in the smaller group are allowed to give evasive answers, though they should be basically correct. Each person in the smaller group is questioned by two members of the other group. As soon as a student from the guessing group thinks he has found the solution, he whispers it to the teacher and – if correct – joins the answering group. The game is finished when the original numbers of the group have been reversed. 6 What’s in the box? Each student works with a partner. One student from each pair fetches a box and looks inside without letting his partner see what is in the box. The second student has to guess the object. If you think the students don’t know the names of the objects, a piece of paper with the name and the pronunciation written on it should be placed in the box. When the first student is quite sure his partner has guessed the object correctly he tells him the name. The second student then fetched a box and lets the other one guess. 7 Partner puzzle Each student works with a partner. One student in each pair receives the complete picture, which he must not show to his partner; the other student gets the puzzle pieces. The first student now has to tell the second how to arrange the pieces; neither is allowed to see what the other is doing. 8 Ordering The students work in pairs. Each partner has half the pictures from a comic strip. First, each student describes his pictures to his partner. They do not show each other their pictures. They decide on the content of the story and agree on a sequence for their total number of pictures. Finally, both pictures sheets are compared and the solution discussed. 9 What would happen if…? Every student receives one or two slips of paper with sentences like these on them: ‘What would happen if a shop gave away its goods free every Wednesday?’ ‘What would you do if you won a trip for two to a city of your choice?’ One student starts by reading out his question and then asks another student to answer it. The second student continues by answering or asking a third student to answer the first student’s question. If he has answered the question he may then read out his own question for somebody else to answer. The activity is finished when all the questions have been read out and answered. 10 Spending money Each student writes down what he would spend a given sum of money on, e.g. 50p, £5, £20, £50, £100, £500, £1,000, £5,000, £100,000. Students sit together in small groups and describe what they have decided to buy with a particular amount of money and why they would like to make this purchase.

c. Advantages and Disadvantages of Using Communicative Games

Communicative games are chosen to trigger students’ participation in speaking activities because of some advantages below. Actually, the advantages are closely the same as the benefits of games mentioned before, yet additional advantages are stated by V. Lukianenko, Ph.D. 1 Games are a welcome break from the usual routine of the language class. 2 Learning a language requires a great deal of effort. Games help students to make and sustain the effort of learning.

Dokumen yang terkait

IMPROVING STUDENT SPEAKING SKILL THROUGH COMMUNICATIVE APPROACH: (An Action Research of the Fifth Grade Students of IMPROVING STUDENT SPEAKING SKILL THROUGH COMMUNICATIVE APPROACH: (An Action Research of the Fifth Grade Students of MI Islamiyah Gumukrej

0 0 12

IMPROVING STUDENTS’ SPEAKING SKILLS THROUGH COMMUNICATIVE ACTIVITIES OF GRADE VIII STUDENTS OF SMP NEGERI 2 SEWON IN THE ACADEMIC YEAR 2015/2016.

0 0 214

IMPROVING STUDENT’S SPEAKING SKILLS THROUGH SPEAKING BOARD GAMES OF GRADE VIII OF SMP N 13 YOGYAKARTA IN THE ACADEMIC YEAR OF 2013/2014.

0 0 13

IMPROVING STUDENTS’ SPEAKING SKILLS OF THE EIGHTH GRADE STUDENTS OF SMP N 2 JETIS THROUGH GROUP WORK IN THE ACADEMIC YEAR OF 2013/2014.

0 1 198

IMPROVING THE EIGHT GRADE STUDENTS’ SPEAKING SKILLS THROUGH ROLE PLAY AT SMP N 1 KLATEN IN THE ACADEMIC YEAR OF 2013/2014.

0 0 279

IMPROVING THE SPEAKING SKILLS OF THE VIII GRADE STUDENTS OF SMP N 3 MERTOYUDAN THROUGH COMIC STRIPS IN THE ACADEMIC YEAR OF 2013/2014.

0 1 210

IMPROVING THE SPEAKING SKILLS OF GRADE VIII STUDENTS OF SMP NEGERI 2 GODEAN THROUGH PICTURES.

1 7 255

IMPROVING THE STUDENTS’ LISTENING SKILLS OF THE 8th GRADE STUDENTS OF SMPN 1 NGEMPLAK THROUGH SCAFFOLDING PRINCIPLES.

1 12 172

IMPROVING THE SPEAKING SKILLS OF GRADE VIII STUDENTS OF SMP N 1 NUSAWUNGU CILACAP IN ACADEMIC YEAR 2013/2014 BY USING COMMUNICATIVE GAMES.

0 0 169

IMPROVING THE FOURTH GRADE STUDENTS’ SPEAKING SKILLS THROUGH BOARD GAMES AT SDN 1 PANDAK BANTUL YOGYAKARTA.

0 2 259