Question formation is stimulates alongside descriptive language use. This task forces/stimulates learners to strategically use the target language in groups and between groups and the defuser. The evaluation phase is essential, as is refocuses the group on the macro processes of the task, allows for strategy negotiation and highlights pitfalls. Then try again/go forwards to the next bomb. How can you provide more efficient assistance?.Are there any different approaches that might prove to be more efficient?.In the many times I’ve done this with my classes, I’ve set goals like: Solve bomb 1, 2 and 3 before the lesson ends.Īfter each attempt, make sure you evaluate the process with the group,: I’d advise presenting the task as simple as possible depending on the time you have. Once the class has a grip on what they’re dealing with, switch off the beamer and start the second bomb. If they fail to agree on an approach to swiftly resolving the tasks, help them out. I’d advise letting the group negotiate approaches by themselves in the target language for a little bit. It’s very likely that each group will assign themselves to one of the modules, dividing the tasks at hand. What should happen is that the different groups strategize approaches to resolve these modules. In this case, the fourth wire should be cut. For example here is the top-left module followed by the associated page from the bomb defusal manual: Example of a “Wires” moduleīomb defusal manual page on “wires”. Each of these modules has a chapter in the bomb defusal manual to resolve. You’ll notice that the bomb itself is divided into 6 segments, each of these is an individual module/puzzle. This one has 4 modules (the Timer (bottom right) is not a module). It might be advisable to display the first bomb defusal mission on a beamer/large display, so all learners know to some extent what the defuser is looking at: Example of a “bomb”. The bomb defusal manual has a chapter for each module on the bomb. Each group should be seated together and have 1 copy of the bomb defusal manual (that way, the group is discussing the same task). The focus of the lesson should be on solving the puzzles (called modules), not on learning the controls of the game.Īfter selecting one learner to operate the game, divide the class into groups of 3/4. Whilst these are fairly simple and explained at the start of the game, it’s good to be able to provide assistance in cases of issues. The defusal manual requires familiarity with conditional sentences, ergo it would be advisable to make sure that element of language use is covered, for example: if there is exactly one red wire and there is more than one yellowĪs educator, it would be advisable to familiarize yourself with the controls of the game. This task requires learners to have sound group-working skills and a firm grasp of descriptive language use and question formation. Now imagine this in your language classroom. Notice how the two parties negotiate what is being seen and what needs to be done. Yes this sounds abstract so here’s a video from the KTNE people themselves (this video uses a PlayStation with a VR headset which is cool, but not needed at all): The person(s) operating the game itself have to describe what is happening on the screen, so that the “defuser(s)” can provide the solution and ultimately disarm the bomb before the timer runs out. Keep Talking and Nobody Explodes (KTNE in short) is a videogame that requires two parties to play: One party (usually 1 person) operates the game whilst the other party (1 – 99 people) have access to the “ Bomb defusal manual“. A couple of print outs of the “ Bomb defusal manual“. Available from various PC platforms such as the Humble Store, Steam and GOG. Group size: I’d advise 22-25 learners max. Ergo, I’d strongly advise to look beyond the cover and title and see how it has been used in a language learning environment, and hopefully give it a go yourself. Nevertheless, I’ve found the game to be a very powerful tool for stimulating speaking strategies. Of course we do need to acknowledge the current zeitgeist doesn’t really call for bomb-related videogames in the classroom. Yes the game requires you to disarm a bomb, but in no way shape or form does the game contain any scenes of violence (screen goes black when the bomb goes off). Closer examination however shows that the game Keep Talking and Nobody Explodes is a videogame that employs puzzles and time-based pressure to stimulate verbal communication. Okay so this title has violence written all over it.
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