Authenticity and Play

Author(s):  
David Egan

Heidegger’s account of authenticity emphasizes receptivity and responsiveness and these qualities receive even more pronounced emphasis in Wittgenstein’s appreciation of the importance of play. Wittgenstein’s investigations of language-games and scenes of teaching and learning highlight the dynamic evolution of communication and action. His account of action styles us not as agents but as players—musical or theatrical improvisation serves as a model for Wittgensteinian authenticity. The chapter also responds to the concern voiced by Rush Rhees that Wittgenstein’s emphasis on games opens the door to sophistry and it draws out the importance of the grammatical middle voice in Heidegger’s treatment of receptivity and responsiveness.

Author(s):  
Adi Idham Jailani ◽  
Nazarul Azali Razali ◽  
Ahmad Harith Syah Md Yusuf ◽  
Ariff Imran Anuar Yatim ◽  
Nor Atifah Mohamad

Mastery of the English grammar is an intricate subject. Conventional teaching and learning of the English grammar have found to be an arduous task for teachers and a lacklustre one for students. The traditional pen and paper method often cause second language (L2) learners to become unmotivated in understanding this important element of the language. Thus, it is critical to provide L2 learners with the motivation to engage learning grammar in a more meaningful and purposive process. An ideal way to provide such learning experiences is through the use of language games that accommodate L2 learners’ desire to grasp grammar rules in an enjoyable way. To fill the gap for a purposive and meaningful grammar-based language game, Worchitect, a card-based game that focuses on (English) parts of speech is developed. The card game poses players/learners with questions that will foster their understanding of the rules of grammar for them to play the game and accumulate the highest scores possible. This game provides a constructive reinforcement to L2 users as it allows for the English parts of speech (and grammar) rules to be deductively attained. Furthermore, Worchitect is highly marketable as it is suitable for learners of various language proficiencies; for language teachers to be used as reinforcement or the actual learning activity; for parents who are looking to spend quality time with their children; and for any language enthusiast.


2021 ◽  
Vol 7 (20) ◽  
pp. 146-155
Author(s):  
Hien Luong Nong Thi

In recent years, teaching English has become a compulsory subject at schools, colleges and universities. That is the reason why teaching and learning English effectively play a crucial role in the development of educational system. However, students seem to be weak in communicative skills due to they are lack of English vocabulary knowledge. The aim of this paper is to seek out the evidence to prove that teaching games is very helpful in the language classroom because this method helps to improve and increase students’ vocabularies. The results show that language games not only enhanced students’ lexical knowledge but also made the lesson more enjoyable, students became motivated in learning English and had plenty of interactions with teachers and classmates. The study suggests that before employing games in the language classroom, teachers should choose appropriate materials, levels, contexts, topic, time allowance for games.


Author(s):  
Eliyas S. Mohandas ◽  
Anealka Aziz Hussin ◽  
Tuan Sarifah Aini Syed Ahmad

Language games have always been the reinforcement activities in second language acquisition. Such activities will not only help the learners to retain the knowledge but to ensure the sustainability of it for a long run. It was not until the early 2000s when researchers began to carry out studies on online language games. Soon after, the terminology of Language Gamification came into perspective. This paper discusses on the notion of language gamification from a teaching perspective. It starts by discussing the related theories on language gamification and second language acquisition before moving to discussing on creating gamification in classroom. This paper is also set to disclose the ramifications of language gamifications in teaching and learning. <p> </p><p><strong> Article visualizations:</strong></p><p><img src="/-counters-/edu_01/0727/a.php" alt="Hit counter" /></p>


2021 ◽  
Author(s):  
Yunmeng Lu ◽  
Tiezhong Liu ◽  
Tiantian Wang

Abstract Public health emergencies, especially major infectious diseases, may cause global crises. Timely and effective communication is essential for response to such incidents. However, the emergency response to such incidents usually lasts longer and break out repeatedly, and the existing static emergency communication network (ECN) analysis cannot fully reflect the dynamic information interaction between organizations during the emergency process. Therefore, this article takes the recent COVID-19 epidemic in Hubei, China as a case, and uses social network analysis (SNA) to reveal the dynamic evolution of communication networks, organizational positions, roles, and organizational tasks from the time dimension. The results show that: (1) The ECN has changed from concentrated to decentralized over time; (2) The positions and roles of participating organizations in the ECN has changed, but there are still a few key organizations that at the central position in all phases of emergency communication; (3) The core tasks have changed due to emergency needs at each stage; (4) Under the concentrated management system, the core organization of the ECN mainly comes from government organizations. The research results reveal the dynamic evolution of communication networks between different types of emergency organizations, which is beneficial to guide emergency management of public health emergencies. In actual emergency, the emergency communication mode should be dynamically adjusted based on the characteristics of the emergency situation at different stages, comprehensively using the advantages of the concentrated and decentralized emergency network. In addition, communication between different types of organizations such as governments, research institutions, and enterprises should be strengthened, and channels for diversified organizations to participate in emergency communication should be set up. The research helps to improve communication between emergency response organizations and is of great significance to controlling and reducing the harm caused by public health emergencies.


Author(s):  
Muhamad Rafi Abu Bakar

Injecting the Joy of Learning in the daily teaching and learning has been the most crucial taske for a teacher to ensure the teaching and learning of Malay Language stays relevant to the pupils in Singapore. The Malay Language curriculum have include the stories from the Legends of Singapore to safeguard tradisional Malay literature that is rich in moral values. To ensure pupils are able to appreciate the literature in a fun way. Malay Language Centre of Singapore took the initiatives to produce The Legend of Singapore Apps to support reading activities. In this apps, there are 6 legends equipped comprehension exercises, selected proverbs, Malay quatrains, language games and an apps with recording functions. Pupils are able to practice reading and able to correct their readings on their own with the helps of narrator. This research involves 400 pupils and 20 teachers from 5 primary schools. A few sessions of co-teaching with the Master Teachers were conducted to study on the efficacy of the apps. Study shows 94% of pupils enjoy reading the stories using the apps and 87% of the pupils believed their reading qualities can be improved. This show the apps created by MLCS are able to value add on the teaching and learning in the classroom.


2019 ◽  
Author(s):  
Nur Syafiqah Yaccob ◽  
Melor Md Yunus

Traditional teaching and learning process referring to chalk-and-talk has become outdated in lessons. Teachers and learners are exposed to various task-based process to encourage a better participation among learners throughout the lesson. One of the most common and preferred teaching strategies is the use of language games to aid the teaching of various skills. The growth of digital learning tools and web applications being used in lessons taking the use of language games to a modern and advanced platform for learners to engage in lessons. The use of interesting and suitable materials along with the various approaches when conducting language games during lessons helps to cater to learners' needs and interests on the subject-matter especially in learning grammar in context. Many researches have used various language games to show its effects on learners ' knowledge, competency and motivation in learning a language, focusing on different targeted language areas and skills such as grammar. Therefore, this paper, based on reviews of past literature, will explore the use of language games in teaching and learning grammar, with reference to second language (ESL) learners. The findings indicate the beneficial usage of language games to teaching and learning of grammar in for ESL learners. This study is useful to prove the importance of language games as a teaching strategy to help enhance learners ' English grammar acquisition.


2021 ◽  
Vol 1 (2) ◽  
pp. 83-100
Author(s):  
Mohamad Yahya Ashari ◽  
Rifatul Mahfudhoh

This study pays close attention to explain the implemantation of inclusive education especially in using the strategies and its problems of learning process. The aims of this study are determinating of the learning objectives, strategy of arabic learning and the learning problems in arabic teaching for inclusion students in islamic primay school of Islamiyah Wathoniyah Jombang. This study uses the qualitative descriptive approach, it uses interviews, observation and documentation for collecting data. This study uses the method of data analisys by implementing the steps of Miles and Hubberman such as data colletion, data shorting, data display and conclusion. The results of this study are: 1) the subjects of arabic learning determinated to two subjects, they are the subjects of usual learning and the subjects of inclusive learning. 2) the arabic learning uses the strategy of contextual teaching and learning and the strategy of cooperative learning by applying language games and pictures. 3) the learning problems in arabic teaching are: (1) less effective of the time for arabic additional lessons outside of the official learning to increase the understanding of inclusion students, (2) the different varies of inclusion students caracteristicts, (3) the less communication and partipication of inclusion students parent.


Author(s):  
ABHIPRIYA ROY

Christian Louis Lange once said, "Technology is a useful servant but a dangerous master." The effective use of technology in education has changed the face of education and it has created more educational opportunities. Both teachers and students have benefited from various educational technologies, teachers have learned how to integrate technology in their classrooms and students are getting more interested in learning with technology.The use of technology in education has removed educational boundaries, both students and teachers have collaborated in real time using advanced educational technologies. However we need to make sure that technology is used by teachers only to facilitate the learning process, not to replace the teachers. Extensive use of technology acts as an impediment to the systemized to the teaching-learning process.   Recent advancements in educational technologies have yielded positive results in our education sector. New educational technology supports both the teaching and learning processes. Technology has digitized classrooms through digital learning tools like computers, ipads, smartphones, smart digital whiteboards. It has expanded course offerings, and has increased student's engagement and motivation towards learning.  This paper deals with the problems faced by teachers while teaching English in the traditional methods. It propounds five new language games to teach syntax structures to the learners by incorporating technology. Keywords: impediment, integrate, syntax structures


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