Abstract

Today’s students are totally different from the previous generations. They think, act, communicate, and even learn differently. Many of them know how to work on a computer, especially how to play games, before knowing how to read or write. There is no doubt about the educational role of the computer. More and more teachers have become interested in the potential role of the computer to support and motivate pupils’ learning not only in computer science classes, but also in languages, arts, social sciences and many other classes. Teachers try to adjust their teaching methods to the new realities so that they might create a successful and motivational learning context close to students’ every day life. The students’ interest in computer games should be addressed in the classroom, as they are an important part of their lives. Thus, the knowledge will be achieved faster, better, in a more pleasant way, and for a longer period of time. The learners will have the opportunity not only to use the existing games, but also to create their own ones to fit their own individual learning needs. The method is supported by learning theories, such as Constructivism which strongly recommends the teachers to be aware of the experiences, the knowledge and the skills the pupils have when they come to school. The paper examines the role that the computer games might play in teaching, learning and practicing English grammar. The paper focuses on: advantages and disadvantages of using computer games in the classroom, types of games, teaching and learning strategies, the roles of the teacher and of the students in game based teaching and learning classes.

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