Use of Games in ESP Classes: Perceptions from Students and Teachers

Authors

  • Oksana Synekop National Technical University of Ukraine “Igor Sikorsky Kyiv Polytechnic Institute” https://orcid.org/0000-0001-6191-6264
  • Yuliana Lavrysh National Technical University of Ukraine “Igor Sikorsky Kyiv Polytechnic Institute” https://orcid.org/0000-0001-7713-120X
  • Iryna Lytovchenko National Technical University of Ukraine “Igor Sikorsky Kyiv Polytechnic Institute” https://orcid.org/0000-0002-8578-3985
  • Oksana Chugai National Technical University of Ukraine “Igor Sikorsky Kyiv Polytechnic Institute”
  • Valentyna Lukianenko National Technical University of Ukraine “Igor Sikorsky Kyiv Polytechnic Institute” https://orcid.org/0000-0003-3748-2616

DOI:

https://doi.org/10.3991/ijet.v18i16.41275

Keywords:

game method, English for Specific Purposes, vocabulary teaching, grammar teaching, motivation, university students

Abstract


Games are a powerful tool that can generate students’ interest and add variety to the traditional process of English for Specific Purposes (ESP) instruction. Therefore, our aim was to explore their motivational and didactic potential in ESP classes at the university, particularly, to analyze teachers’ and students’ attitudes toward the use of games and to examine the effect of games on learning vocabulary and grammar. To achieve this, we used a mixed methods research design collecting qualitative and quantitative data through surveys and tests from both teachers and students. The survey results showed that both ESP teachers and students had positive attitudes toward the use of games in the learning process due to the motivational power of games, their ability to make learning enjoyable, involve and stimulate students to active enquiry, and create a relaxed environment. We observed statistically higher results in the post-test for ESP vocabulary and grammar in the experimental groups where games were incorporated, signifying the effectiveness of this method. The study contributes to our understanding of the motivational potential of games and their possibilities for teaching ESP. In future research, the assessment of gamified activities could be explored to further enrich our knowledge in this area.

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Published

2023-08-30

How to Cite

Synekop, O. ., Lavrysh, Y., Lytovchenko, I., Chugai, O., & Lukianenko, V. (2023). Use of Games in ESP Classes: Perceptions from Students and Teachers. International Journal of Emerging Technologies in Learning (iJET), 18(16), pp. 74–86. https://doi.org/10.3991/ijet.v18i16.41275

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Papers