ROLE-PLAY
AS THE COMMUNICATIVE ACTIVITIES STUDENTS’ SPEAKING SKILL OF TOURISM DEPARTMENT
AT SMK NEGERI 3 KEDIRI
ULIN NOVA
ARDIANI
UNIVERSITY OF
NUSANTARA PGRI KEDIRI
ulinnova5@gmail.com
Abstract—It is believed that the
communicative activities students’ using role-play in speaking subject of
tourism department at SMK negeri 3
Kediri. is one of the most effective
methods to keep away from the weaknesses of the traditional English teaching
method in developing students’ communicative ability. Using games especially
Role-Play, which is communicative in essence, are often considered effective in
developing students’ communicative ability. In order to help English teachers
put the communicative language teaching approach into practice, this paper, on
the basis of pointing out the weaknesses of the traditional English teaching
method, discusses what the communicative language teaching approach is, states
the value and importance of using games especially Role-Play in English-teaching
class.
Key
word—communicative ability, role-play,
tourism department at SMK.
I.
INTRODUCTION
Much
has been said about the disadvantages of the traditional methods of teaching
English at SMK mainly students from the department of tourism in SMK Negeri 3
Kediri, and the strength of the communicative approach to language teaching.
However, the general situation in the school "s English teaching and
learning today is not very satisfactory, as" dumb English "remains
stubbornly rooted in a large number of English language learners. So it's safe
to say that there is still a long way to go in reforming the teaching of
English and improve the quality of English teaching students of department of
tourism in SMK Negeri 3 Kediri. Sometimes it is easy to get new methods such as
communicative language teaching approaches hear but hard to get it accepted,
understood and applied to practical classroom teaching in the end. therefore it
is not out of date to discuss the technique of applying the communicative
language teaching approach to teaching in the classroom. In this paper, the
author, on the basis of showing the weakness of traditional teaching methods,
discuss and explore a way to teach students effectively - using games in the
classroom English language, which is often regarded as one of the best ways to
get students engaged in classroom activities in which their communication
skills practiced and improved. language game, as one of the most valuable
techniques and effective in the teaching of English, has been used for time
long by many Western teachers. however, they are rarely used in their early
school, especially in the tourism department at SMK. Mostly teachers and
students think the game is a waste of time or just a fun activity for the kids.
In this article, the authors propose to talk about the importance of using
games in the tourism department at the vocational school and one of them role
play. Finally, some considerations on the proposed use and the success of the
game using the game.
II. THEORY
A. TRADITIONAL TEACHING METHOD
For
years, the main method of teaching English is like this: firstly, the teacher explains
the new words in the vocabulary list by giving definitions and examples. Then
he/she will give a brief introduction to the background of the text. When
dealing with the text, the teacher always explains and translates it sentence
by sentence or even word by word, sometimes with a few questions which seldom
elicit answers or responses from students. Finally, a reciting task or
translation exercise is given to the students. In short, the traditional way of
English teaching is teacher-centered and language-knowledge-focused. The way of
teaching English is similar to that of teaching mathematics: new words
presented, related grammar explained, and then written exercises assigned; if
students can do the exercises well, it means that they have learned the language
knowledge well, and then the lesson moves on. Under such pattern of teaching,
students are passive information receiver and written exercises doer. They can
remember large numbers of words and grammatical rules, and they can do very
well in exams, but they scarcely have chances to express themselves in the
target language and test their understanding of the received information about
the language. And they are found having a lot of difficulty in communicating
with others in English. This phenomenon is ironically defined as “Dumb
English”, which is the “product” of long hard work of both teachers and
students.
B. ROLE PLAY
1. Definitions of role-play
Paulstone (1976) states that
role-play is exercise where the student is assigned a fictitious role from
which he has to improvise some kind of behavior toward the other role
characters in the exercise.
Livingstone (1983) sees role-play as
a class activity which gives the students the opportunities to practice the
language aspects of role-behavior, the actual roles they may need outside the
classroom.
According to Richards (2008),
role-play involves a situation in which a setting, participants and a goal problem
are described. Participants are to accomplish the task given, drawing on
whatever language resources they can.
Bailey
(2005) states that a role-play is a speaking activity in which the students
take the part of other people and interact using the characteristics of those
people.
Role plays often consist of short scenes, which can be
realistic or pure fantasy. Role plays may be enacted around everyday situations
as well as around topical problems. One easily-obtained role play is from the
text, which may be actual role play material. After learning the text, students
can be asked to give a performance of it. This can improve their oral
performance generally and, of course, help students to understand what they
have learned in an easy way.
Littlewood (1988) draws some steps in applying
simulation and role-play as the social interaction activities as follows:
1)
The students are asked to
imagine themselves in a situation which could occur outside the classroom, such
as a series of business negotiation.
2) The students are asked to adopt
a specific role in the situation. In some cases, they may simply have to act as
themselves. In others, they may have to adopt a simulated identity.
3) The students are asked to behave
as if the situation really existed, in accordance with their roles.
Bailey (2005) suggests some steps in applying role-play
in the class room as follows:
1) Make it clear that everyone will
do the activities;
2) Include time for a planning
phase;
3) Build in a pair-work or
group-work step during the preparation phase, so that learners can interact
with and benefit from others in planning their role-play together;
4) Demonstrate the activity the
first time you use it so that the students will understand what is expected of
them;
5) Have the students do the
role-play in pairs or small groups first before having them do the role-play in
front of a larger audience of their classmates;
6) Create a climate in your
classroom in general where oral mistakes are seen as natural learning
opportunities instead of lapses in judgment or evidence that the students are
not motivated.
Aliponga (2003) suggests making role-play work in the
classroom as follows:
1) Justify the use of role-play;
2) Give explicit detailed
instructions;
3) Involve learners in making
dialogues;
4) Model the role-play;
5) Group learners;
6) Specify the assessment criteria;
7) Avoid corrections and guide the
learners.
Furthermore Joyce and Weil in Savage (1996) suggest some
steps in implementing role-play as follows:
1) Enactment
Role-players act out responses. They
are encouraged to be as realistic as possible. The teacher may intervene
occasionally to remind learners of their roles, of the basic problem, and of
issues relevant to the situation
2) Discussion and evaluation
The teacher leads a discussion.
Students who were to look for specific things are asked to speak. The teacher
highlights motives and priorities of individual characters. Courses of action
different from those that came out during the enactment are sometimes discussed.
3) Reenactment
When feasible, reenact the situation
to give additional pupils opportunities to play roles. Such reenactments also
allow for more responses to the problem to be considered.
4) Final discussion and debriefing
If there have been reenactments,
this phase begins with a discussion and evaluation similar to the one that
followed the initial enactment. This phase concludes with teacher summarizing
major points players made during the enactments. Learners’ ideas are actively
solicited at this time.
Furthermore, role plays are useful for
generating free expression and the feeling of spontaneity in the language
classroom.
2. Types of
role-play
Littlewood
(1988) classified simulation and role-play into several types as follows:
a) Role-playing controlled through cued dialogues
Students
will normally have their cues printed on separate cards. This gives the
interaction some of the uncertainty and spontaneity involved in real
communication. On the other hand, the cues enable them to predict a large
proportion of what the other will say and, of course, to prepare the general
gist of their own responses.
b) Role-playing controlled through cues and
information
This kind of
framework is obviously best suited to those situations where there is a natural
initiator, whose cues can control the interaction. These are mostly situations
where one person needs to gather information or obtain a service, for example:
in a travel agency, where one student needs to find out train times and fares.
c) Role-playing controlled through situation and goals
In this
type, the teachers give the students greater responsibility for creating the
interaction themselves. Students are initially aware only for the overall
situation and their own goals in it. They must negotiate the interaction itself
as it unfolds, each partner responding spontaneously to the other’s
communicative acts and strategies. This role-play is directed at the higher
level of situation and the goals that students have to achieve through communication.
d) Role-playing in the form of debate or discussion
The
situation is a debate or discussion about a real or simulated issue. The
students’ roles ensure that they have adequate shared knowledge about the issue
and the different opinions or interest to defend.
e) Large scale simulation activities
This type
consists of a number of interrelated components which may be long and complex.
In some extended simulation exercises, gaming conventions are used in order to
simulate the rewards and sanctions that motivate real-life interaction.
f) Improvisation
Improvisation
is closely associated with work in the native language context, notably in
drama. The starting point for an improvisation may be a simple everyday
situation into which the learners are asked to project themselves.
3. Advantages and disadvantages of role-play
a.
Advantages
Doff (1990) describes the benefits
of using role-plays in the language classroom as follows:
a) They are fun.
b) They help to prepare students for real-life
communication by simulating reality in situations. In this sense, they bridge
the gap between the classroom and the world outside the classroom.
c) They can be used for assessment and feedback
purposes at the end of a textbook unit.
d) They can consolidate learning and allow students
the opportunity to discover their own level of mastery over specific language
content.
e) By simulating reality, they allow beginning
students and EFL students to feel that they are really using the language for a
communicative purpose.
f) They heighten students’ self-esteem and improve
their ability to work cooperatively.
g) They allow students to experiment with language
they have learned.
h) They allow students to express who they are, their
sense of humor, and their own personal communication style.
i) They offer good listening practice.
j) They provide an opportunity for practicing the
rules of social behavior and the various sociolinguistic elements of
communication.
k) They engage the learner physically. This involves
the learner more fully and can be an aid in language retention.
l) They can be liberating for many students who may
enjoy expressing themselves through a role or a mask but may be inhibited about
expressing themselves otherwise during the class.
m) They provide a context for understanding attitudes,
expectations, and behaviors related to the target culture.
n) They may be used as a stimulus to discussion and
problem solving.
o) They can be extensions of more controlled practice
using dialogues.
Role-play activities stimulate
authentic learner-to-learner conversational interaction. The activities also
develop conversational competence among second language learners.
a) The fluency activities
Role-play as a fluency activity where opportunities
arise for the learner to use language freely and creatively. Role-play focuses
on using language as a conversational resource.
b) Suitable for consolidation
Since role-play activities are more practice/revision
activities than teaching activities, they are useful and more suitable for
consolidating and practicing aspects of conversational proficiency than
teaching new forms.
c) Creates sensitivity and a sense of awareness
Role-play brings the outside world into the classroom.
This could have affective effects in terms of social interaction and cultural
awareness.
d) Increases motivation
Role-play prompts mental and bodily activity. The
activities require active participation. Concentration is also often required
and it is not easy for a student to stay passive for long. Situations are
created for the students to use the language meaningfully and this would
motivate the students towards participation. The less motivated students will
be gradually drawn into the activity when they see the rest of the group having
a good time.
e) A break from routine
The use of role-play activities is a break from the
usual textbook teaching and the 'chalk and talk' method of the teacher. The
students have opportunities to mix around and to act out different roles. The
atmosphere in the classroom is less formal and this can reduce tension.
f) Prepare students for real life and unpredictability
Real life situations and communication are
unpredictable. A student may learn all the correct forms of communication but
may not know when to use them appropriately. Role-play provide opportunities to
react to these situations and to give the students a taste of real life.
b. Disadvantages
Sam (2008) has drawn disadvantages of using role-play as
the teaching technique in ELT as follows:
a) Activity is artificial
Role-play is supposed to provide authentic situations for students
to use language, the situations sometimes created were artificial and not
relevant to the needs of the students.
b) Activities are difficult to monitor
With so much activity both physical and verbal going on, it is
sometimes difficult for the teacher to monitor a student's performance. There
is the fear among teachers that the students are having too much fun and that
no learning is taking place.
c) Causes embarrassment
In some situations, especially among adult learners, role-play
activities cause a lot of embarrassment, awkwardness and very little
spontaneous language use. The choice of appropriate roles for different
students is thus very important.
d) Encourages incorrect forms
Since the teacher is not encouraged to correct mistakes immediately
so as not to discourage students, this provides opportunities for learners to
produce and practice ungrammatical and inappropriate forms.
e) Has cultural bias
These activities are more suited for learners from cultures where
drama activities and learner - directed activities in teaching is common. In
cultures where the teacher-dominated classroom is still the norm, the learners
may not respond willingly to the activities.
f) Teachers' fear of losing control
Since the activities require the full participation of the students
and minimum participation from the teacher, the teacher may fear that he may
lose control of the class. Furthermore the students may get carried away and
become disruptive.
g) Spontaneity is lost
Very often the students get too caught up with what to say. They
hesitate to choose their words and do not interact spontaneously.
h) Timing lessons is difficult
The teacher has to spend a lot of time in preparation work
especially for simulations. He is not able to predict the amount of class time
that will be taken to carry out the activity since the ability of each class
varies.
i) Activities may not be suitable for all levels
Role-play involve a lot of conversation and discussion. Thus it may
not be very suitable for low proficiency students who do not have the necessary
communicative competence to carry out the activity. These activities would be
more suitable for intermediate and advanced learners
4.
Role-Play
at SMK Tourism Department
First, Role-players
act out responses. They are encouraged to be as realistic as possible. The
teacher may intervene occasionally to remind learners of their roles, of the
basic problem, and of issues relevant to the situation
The teacher leads a discussion. Students who were to
look for specific things are asked to speak. The teacher highlights motives and
priorities of individual characters. Courses of action different from those
that came out during the enactment are sometimes discussed.
When feasible, reenact the situation to give additional
pupils opportunities to play roles. Such reenactments also allow for more
responses to the problem to be considered.
This phase
begins with a discussion and evaluation similar to the one that followed the
initial enactment. Last, concludes with teacher summarizing major points players made during
the enactments. Learners’ ideas are actively solicited at this time.
III.
CONCLUSION
From a conclusion can be drawn that teaching and
learning English by means of language games is effective and efficient in
improving students‟ communicative ability. While in the traditional method of
teaching English, students sit still listening to teachers talking about
English language and try their best to remember English words and grammatical
rules by rote memory, in the communicative language teaching approach they are
actively involved in playing games which in turn can arouse and maintain their
interest in learning, promote their motivation of study, and at the same time
get lots of opportunities to have their basic skills of listening and speaking
practiced. Admittedly, there are many difficulties in using games in most
English classes, but it is possible to use them as long as both teachers and
students especially tourism department
at SMK Negeri 3 K ediri. When using games, such factors as the time, choice,
preparation and management should be put into consideration, which is the
guarantee of successful use of language games in class.
REFERENCES
Bailey,
Kathleen M. 2005. Practical English
Language Teaching: Speaking. New York: The McGraw-Hill Companies.
Carrier, Michael. (1980). Take 5
Games and Activities for the Language Learner. Edinburgh: Nelson 's
Company.
Doff,
A. 1990. Teach English: A Training Course
for Teachers. Cambridge: Cambridge University Press.
Littlewood.
1988. Communicative Language Teaching. USA: Cambridge University
Press.
Porter-Ladousse, G. (1987). Role
Play. Oxford: Oxford University Press.
Richards, J.C. and Renandya, W. A. 2002. Methodology in Language Teaching: An
Anthology of Current Practice. United Kingdom: Cambridge University Press.
Sam, Wan Yee. 2008. Drama in Teaching English as a Second Language – A Communicative
Approach. Available on-line at: http://www.melta.org.my
/2008/main8.html. Retrieved on October
2, 2008.
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