04.06.2015 Views

PDF - Delta Publishing

PDF - Delta Publishing

PDF - Delta Publishing

SHOW MORE
SHOW LESS

You also want an ePaper? Increase the reach of your titles

YUMPU automatically turns print PDFs into web optimized ePapers that Google loves.

http://reviews.hotchpotchenglish.com/<br />

T U E S D A Y , 3 J U L Y 2 0 1 2<br />

Book Review: 'Digital Play' by Kyle Mawer & Graham Stanley<br />

Kyle Mawer and Graham Stanley are two gaming enthusiasts who, after seeing the potential<br />

of computer games of various sorts in language teaching, went on to post their ideas on the<br />

Digital Play blog before finally researching and writing this book.<br />

The principle is eminently attractive: learning language through playing, in this case, already<br />

phenomenally popular computer video games of one kind or another.<br />

The practical aspects, however, are another story altogether. I speak from experience of<br />

letting classes of kids lose in the computer room; aims and rules are worth their weight in<br />

gold, I can tell you.<br />

That's where Digital Play comes into its own. The start of the book is all about the concepts<br />

behind computer games and learning. Successive sections link computer games up with<br />

society, education, language learning, language teaching and language aims. Each section is<br />

fascinating and revelatory in its own right, as we realise the extent to which 'virtual' on-line<br />

worlds have become virtual reality for a vast number of people.<br />

As someone who has more or less avoided these things I'm keen to discover exactly where<br />

we are with them now. I have to admit to two waves of on-line gaming addiction though.<br />

The first was Second Life, the virtual world where you move your little 'avatar' around, build<br />

things, buy things, 'socialise', and so on. You very quickly get dragged into spending some<br />

decidedly unvirtual money and finally having a 'bad experience' (the 'land' I was renting to<br />

hold my three stunning art and photography galleries was sold off behind my back,<br />

ironically, to a games emporium developer) and moving on to other things.<br />

The second round of addiction affliction was a game called Farmville, highly dependence<br />

creating, not to mention contagious - the whole of my family was rapidly spending hours<br />

clicking on virtual fields to grow virtual crops to buy virtual windmills and all sorts of<br />

nonsense. I've been 'clean' for several months now, unless blogging falls into that category


of dangerous computer pastimes.<br />

Anyway, after a dozen pages of good solid scene-setting, we have a glossary covering a<br />

mind-boggling number of game genres, including adventure, first person shooter (FPS),<br />

dressing up, arcade, singing and music, simulation, puzzle and role-playing games to name<br />

but a few. So that's what people do in their spare time and when they're arriving late for<br />

work...<br />

Then there's an equally comprehensive list of sites about and supplying games, and then<br />

many actual games themselves, under the triple whammy heading of Some great games,<br />

great to play, great to use, so I can only assume they are.<br />

The second part of the book, divided into four sections entitled Game on!, The nonconnected<br />

classroom, The connected classroom, and Multiple connections, is where we get<br />

down to business. Ninty-odd half to one-page lesson plans take us through one of the<br />

aforementioned games from a teacher's perspective. There are indications for what to do to<br />

prepare the students, guide them through the games and follow up afterwards, all concisely<br />

presented in short bulletpointed lists.<br />

The main skills focus of the exercises is given for each in terms of reading, writing, listening<br />

and speaking, and the variety of ideas presented is admirable and goes far beyond just<br />

playing the game in English or describing what they did afterwards which would be a recipe<br />

for lazy language teaching and inefficient learning.<br />

The third and final part of the book is for teachers who would like to take things to the next<br />

level. Notably on integrating their new digital teaching passion into an existing, possibly<br />

inflexible syllabus. Ways of developing further are also covered, including new teaching<br />

paradigmes for the 21st century, reading up on the extensive existing literature right the<br />

way through to creating your own games and activities. The important aspect of computer<br />

room management gets a nod and we should remember that the authors' Digital Play blog<br />

often provides further ideas based on the concepts covered in the book.<br />

Reviewed by Sab Will of Hotch Potch English<br />

http://reviews.hotchpotchenglish.com/

Hooray! Your file is uploaded and ready to be published.

Saved successfully!

Ooh no, something went wrong!