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Weekly game sequence for EFL speaking practice

Design · All designs
Evidence · 3 claims (3 for) · 1 study (1 qualitative), q2 · 0 of 1 report an effect size · 3 claims rest on one study

Description

The article describes a four-week sequence of classroom games used to elicit target-language speaking: a questioning game in week 1, group role-play dialogues in week 2, an imagination game in week 3, and collaborative story continuation in week 4. Each game, in the authors' words, lets students "use the target language" through questioning, role-play, imagination, or creative storytelling. The sequence served as the intervention whose perceived effects students then discussed in interviews.

Design Implications

Context

Requirements

  • Games must be organized within the context of the course content being taught and selected according to students' level, interests, and needs.

Constraints

  • The implementation lasted four weeks; the authors note longer-term implementations may produce more precise and detailed results.

Target Learners

  • Undergraduate EFL preparatory students at university level

Target Goals

  • Foreign language speaking skills, including fluency, pronunciation, and willingness to speak

Claims

Examples

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Key Sources

  • Ismayilli, T. M., Mammadova, K. M., & Asadova, A. A. (2025). The impact of educational games on speaking skills in the foreign language teaching process. Novitas-ROYAL (Research on Youth and Language), 19(1), 229–240. https://eric.ed.gov/?id=EJ1469668
Page metadata
Field Value
type design
id weekly-efl-speaking-game-sequence
title Weekly game sequence for EFL speaking practice
description The article describes a four-week sequence of classroom games used to elicit target-language speaking: a questioning game in week 1, group role-play dialogues in week 2, an imagination game in week 3, and collaborativ...
status review
generated by process:wiki-ingest on 2026-09-27
trust unverified — no one has confirmed this page's content
sources 1 — ismayilli-2025

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