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Ideas about movies, role-play, and language teaching material
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Garfinkeling your Roleplays
This article
attempts to apply the ideas of anthropological linguistics
to English teaching.
Most of the ideas are motivated by the book
"Language Shock: Understanding the Culture of Conversation"
by Michael Agar,
professor at the University of Maryland,
a book rich in metaphor and ideas applicable to language
teaching.
Of particular note,
is the light the book sheds on
the notion of communicative competence,
an idea central to teaching English with the communicative
method.
Situations in role plays or communicative activities
usually have a problem, a conflict, or plot complication
built into them.
For example,"you were supposed to meet your friend
at a specific street corner. After waiting for half an hour,
ask someone on the street if you are at the right corner.
He tells you that there is another corner that
meets your description and that perhaps you should go there.
Ask the person to direct you and when you get there
apologize to your friend for being late."
(Zelman,1986,21)
The problem is often only a problem in so far
as language must be found to deal with a novel, unexpected
situation.
It is a communication problem.
For example, you might be happy to meet an old friend,
but you must solve the problem of
what to say and how to talk to the
old friend after so many years
of not seeing each other.
Meeting the old friend is not the problem,
what to say is.
A sociologist named Garfinkel used the term
"ethnomethods" to refer to the ways that
people get things done in everyday life,
the kind of standard close-ended scripts that
form the conversational norm.
Open-ended scripts result when there
is a conflict or break-down
in standard scripts or when there
is a problem that can't be solved by them.
A way to find out when these problems or conflicts might
occur is simply to ignore the standard script,
"make a mistake on purpose."
This mistake will generate a problem or conflict.
You'll get a reaction from the people around you
a sort of "say what?" reaction.
This technique is now called "Garfinkeling."
(Agar, 1994, 168-170)
For example,
Someone makes a collect phone call.
Caller: I'd like to place a collect call.
Operator: Can I have the number, sir.
Caller: Area code 999, 123-4567.
Operator: May I have your name, sir?
Caller: John Smith.
Operator: Oh, are you Mary's brother?
Caller: Huh? Mary? Yes I am.
Operator: God, We went to school together.
Caller: Far out. How is she? I haven't seen her in years.
(Conversation continues...)
The standard script for making a collect phone call
has been disrupted by the operator
when she finds out that she shares something in common
with the caller.
This leads to a whole different set of scripts coming
into play,
the scripts that old friends use when they meet for the
first time in many years.
A specification of this role play situation
might read as follows:
"You call up the operator to place a collect phone call.
When you give her your name and the number you want to dial
she thinks she recognizes your voice as that of the brother
of an old friend. It turns out she is right and
you exchange a few words about
your sister, where she lives now, what she is doing nowadays, etc.")
Situations with problems
built into them have several advantages.
First,
there is no standard close-ended script that the students can follow
in the role-play,
so they are forced to think and
employ different functional categories of language to
work out the problem.
They have
to match situations to appropriate language,
and not simply repeat language they have learned
as they would in a drill.
Second,
the presence of a problem in a role play situation
makes it more interesting, memorable, and engaging for the student
which should help the student with retention of the material.
It makes the activity read more like a piece of creative writing,
like a novel or a drama.
Often it is the element of surprise or unexpectedness,
the jarring quality of a situation or language use
that engages the student.
Michael Lewis in The Lexical Approach writes:
Ask yourself when was the last time you found a sample of English
in a basic coursebook which surprised you ---
it seemed a novel or unusual language item?
If you have never been surprised
by the language in the coursebooks you use,
it is obvious that this language
has been pre-digested in order to conform
to language teachers' expectations. (185)
Third, problematic situations account for many of the situations
that the student will encounter in everyday life
(in what is most likely a foreign culture for him
if he's learning English in the first place),
so if the teacher is trying to incorporate "authentic use"
into his
classroom and give his students a slice of real life,
then he must incorporate
situations with open-ended problems
that can be worked out in several different ways.
The close-ended problem-free
everyday life ritual scripts referred to above
simply aren't enough.
Fourth, situations that require the use of language from
multiple categories of functional language
may ultimately lead to better retention of the new lexical items
by the student because the language is coming from different
semantic fields:
...learning items together that are near synonyms,
opposites, or free associates is much more difficult
than learning unrelated items.; that is learning
hot and cold at the same time makes
learning more difficult,
because many of the learners will mix the word
forms and the meanings and will be unsure after the
lesson whether hot means 'hot'
or hot means 'cold'.
Similarly, learning items like
shrewd, sly, cunning, or crafty,
sympathy, compassion, pity,
together results in more confusion than clarity
and increases the difficulty of learning.
The time for such activities is when all or all
except one of the items in a group are largely familiar
to the learners and they now need to clarify the distinctions
between them...(Nation and Newton, 251; Higa, 1963)
How do you Garfinkel your roleplays?
For starters,
note down the situations you encounter
in your own life.
If you have a boring life, watch a movie.
The scenes of some movies are full of viable
roleplay situations.
I've gone through the
first eleven scenes
of the film "Sabrina", transcribed the dialogues,
determined which language functions hold force,
and come up with some roleplay situations.
If you need some more help try the book
Conversational Inspirations for ESL
(Zelman,1986)
which has lists of roleplay situations
most of which are fairly simple
and therefore of limited interest.
I've found that the situations in this
book only become interesting
and usable when they are made a little bit more
complicated and problematic.
To complicate a situation,
choose a second situation
that jars or surprises the reader a little bit
when juxtaposed with the first.
Of the two role play situations mentioned above,
"Asking for directions and apologizing for being late"
and "Making a collect phone call and meeting an old friend
of a friend,"
the later is more surprising or unexpected.
There's also a great
article on roleplay
with a good bibliography in the August, 1998 issue of the
Internet Tesol Journal (ITESLJ) at:
http://www.aitech.ac.jp/~iteslj/Techniques/Tompkins-RolePlaying.html.
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Movies as self-access material
Apart from generating role-play situations,
the film could also be viewed in its entirety
by students as a self-access activity. A
recent journal article
points towards role-play as a method
of schema activation, as a way to
"encourage observation of the situation
and other contextual cues that may assist
comprehension" and "activate...knowledge of situations that will be coming."
This article suggests getting "the students to construct the possible
interaction" in a scene before watching the scene (pp. 4-5 of 5).
(Internet TESL Journal, Vol. IV, No. 11, November 1998,
http://www.aitech.ac.jp/~iteslj/Articles/Tatsuki-HotSpots.html )
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Teachers' cooperatives, materials databases, and computer-aided lesson planning
There is potential for automating the whole process
of creating teaching material from movie scenes.
If a group of teachers got together in a teachers' cooperative
to exchange movie scenes they find useful via the internet,
a database of scenes could be established,
a database that could eventually cover a large percentage of the
language functions found on syllabuses.
XML/XSL (XML is a markup language. XSL is a
document style, extraction, and transformation language)
which are going to form the
centerpiece of the next generation of browsers
(e.g. Internet Explorer 5) could be then used to create a search
and extraction engine to find scenes that match
language functions that are being taught
or role-play situations that the teacher might find useful.
In the end the goal in using scenes from movies
as the basis for role-play is to provide
students with interesting and engaging material,
interesting and engaging the way good creative writing is.
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Bibliography
- Agar, Michael, Language Shock: Understanding the Culture
of Conversation (William Morrow and Company,1994)
- Gambits 1, 2, 3. (Canadian Government, 1976)
- Zelman, Nancy Ellen, Conversational Inspirations
for ESL, (Pro Lingua Associates, 1986)
- Nation, P. and Newton, J. Teaching Vocabulary, p. 251
- Higa, M. Interference effects of intralist word relationships
in verbal learning. Journal of Verbal Learning and Verbal Behaviour,
1963, 2, 170-175.
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