A01_RICH4603_04_SE_A01.QXD

(Chris Devlin) #1

G


gain score n
the difference between the score obtained in a pre-test and the score
obtained in a post-test, where both tests are identical or equivalent. Gain
scores are interpreted as an indication of learning.


gambit n
(in conversational analysis) sometimes used to describe a word or
phrase in conversation which signals the function of the speaker’s next
turn in the conversation (see turn-taking). Gambits may be used to
show whether the speaker’s contribution adds new information, develops
something said by a previous speaker, expresses an opinion, agreement, etc.
For example, gambits which signal that the speaker is going to express an
opinion include:
The way I look at it...
To my mind...
In my opinion...
These examples can also be considered conversational routines.


game^1 n
(in language teaching) an organized activity that usually has the following
properties:
aa particular task or objective
ba set of rules
c competition between players
dcommunication between players by spoken or written language.
Games are often used as a fluency activity in communicative language
teaching and humanistic methods.


game^2 n
(in computer assisted language learning) rule-based competitive
activities usually involving a time limit and/or visual display features in
which the player must acquire and/or manipulate knowledge in order to
succeed.


gap-filling n
also gap-fills
a practice exercise in language teaching in which learners have to replace
words missing from a text. The removed words are chosen to practice a
specific language point (e.g. past tense, conjunctions). Gap-fills contrast
with cloze texts, where words are normally removed at regular intervals.

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