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Exploratory task 1.13

Analyze the communicative functions of “refusal” in speech and match examples of “refusal” with the “communicative message” that these examples express.

Communicative message

Examples

  1. Direct refusal

  2. Inability

  3. Regret

  4. Wish

  5. Reason

  6. Alternative wish

  7. Condition

  8. Promise

  9. Principle

  10. Philosophy

  11. Doubt

  12. Avoidance of the subject

  1. I can't

  2. I am sorry

  3. I wish I could

  4. I refuse

  5. I have a headache

  6. I'd prefer to …

  7. One can't be lucky twice

  8. Well, I am not sure

  9. Look! There's something strange in here.

  10. If you asked me earlier …

  11. Next time

  12. I never do business with friends

(Adapted from Ellis, R. 1994. The Study of Second Language Acquisition. OUP. 168-179)

In order to be successful in oral communication, one needs communication skills. Essential among them are “social skills” or skills in co-operating with people. Social skills are also known as co-operative rules. They are often quoted as the rules of effective communication or “the four maxims of successful communication”: quality (say only what is supported by evidence), quantity (say no more and no less than you think is needed), relevance (say what is relevant to the point of communication), manner (present your ideas clearly an unambiguously) (Brown, G. and G.Yule. 1983. Teaching the Spoken Language. CUP. P. 71).

Exploratory task 1.14

Describe the following shapes to your partner so that the shapes are correctly recognized from your description

1  2  3  4  5  6  7 

(After Roth, I. Ed. 1994. Introduction to Psychology. The Open University. P. 111)

Try the following activity with your partner and register the results in the table:

Correctly identified (#)

Wrongly identified (#)

Difficulties in identification

Input reading 2

Teaching to speak

Generally speaking there are three major principles (guiding rules) of teaching to speak. Teaching to speak is done through motivated speaking for meaning. Teaching to speak is done through speaking for information. Teaching to speak is done through speaking for interaction. In other words, speaking as a teaching/learning activity is meaningful, informative and interactive by nature (Littlewood, W. 1981. Communicative Language Teaching: an Introduction. CUP). Communicative exercises in teaching to speak are organized as information transfer (extracting certain pieces of information from a non-verbal form e.g. a table, a graph, a map etc). Another type of exercises is information gap (information is conveyed from the person who possesses it to the one who lacks it). Information gap can take the form of a jigsaw (each learner has only some information, which is part of the whole and is to be brought together by means of oral communication) (Johnson, K. 1982. Five principles in a "communicative exercise type". Communicative Syllabus Design and Methodology. Prentice Hall. P. 163-175). Practically all the communicative techniques are organized as “information transfer”, “ information gap” and “jigsaw”. Communicative techniques can be isolated as shown below:

Communicative techniques

Non-reality techniques

Simulation techniques

Reality techniques

Preparation for the language

  • Games

  • Information gap

  • Jigsaw

  • Information transfer

  • Role-plays

  • Discussions

  • Projects

  • In-class socialization

  • Out-of-class socialization

Communicative games have a task, rules, participants, competition, winners (examples of communicative games can be found in Hadfield, J. 1987. Advanced Communicative Games. Nelson. Wright, A., M. Betteridge and M. Buckby. 1984. Games for Language Learning. CUP). Games can be classified as follows:

  • Information gap games (the winner is the first who compiles together all the necessary information from other participants)

  • Matching, contrasting and comparing games (fitting, exchanging, collating, spotting differences)

  • Sequencing games (the winner is the first who does the correct sequencing),

  • Guessing games (the winner is the first who does the correct guess, e.g. "Who am I?", wearing a sticky label on one's forehead and asking questions about oneself)

  • Psychological games (the winner is the first who describes a person by a psychological test or a horoscope),

  • Magic games (the winner is the first who guesses the "secret" of how the leader guesses the numbers, the objects, which other participants have in mind, in other words, how the leader reads other people's minds),

  • Community games (popular past-time games like “crosswords”, “dominos” or “bingo” with a language focus in mind),

  • Attention games (the winner is the one who is most attentive in performing the tasks),

  • Memory games (the winner is the one whose memory works best),

  • General knowledge games (the winner is the best one at general knowledge quizzes

  • Board games (a game organized between couples or groups of partners with a playing board, e.g. a grid and dice with a task in each box of the grid and the order of tasks determined by casting the dice)

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