Japanese School Innovates English Lessons Using Horror Game P.T.
A fifth-grade English class at Tsunan Secondary School in Niigata Prefecture, Japan, has adopted an unconventional approach to language learning by using the horror video game P.T. (Playable Teaser) as a teaching tool. This innovative method has sparked both interest and envy among educators who recall more traditional classroom settings.
The use of P.T. allows students to engage with the language in a dynamic environment, where they must give instructions to navigate the game’s eerie setting. According to a post on the official Tsunan Secondary School blog, the lesson was conducted entirely in English by an Assistant Language Teacher (ALT). Students directed the in-game character by using common phrases such as “answering the phone” and “walking around the room,” enhancing their conversational skills in a practical context.
The game’s structure provides a unique opportunity for learners, as the limited content of the demo fits well into a one-off lesson. With simple tasks like interacting with phones and doors, students were able to practice everyday language while experiencing the game’s suspenseful atmosphere. Some students reported feeling surprised by the sudden sounds, such as a phone ringing, which added an element of excitement to their learning experience.
Utilizing video games in education has grown in popularity, especially as traditional textbooks often fail to reflect natural conversational language. Incorporating a horror game like P.T. not only introduces students to casual phrases but also makes the learning process engaging and memorable. The thrill of playing a game during a lesson can motivate students and foster a more enthusiastic learning environment.
This approach highlights a significant shift in language education, where the integration of technology and interactive elements offers students a more immersive way to grasp a new language. While some may find the idea daunting, many students at Tsunan Secondary School embraced the challenge, eager to participate and explore the game.
The educators involved have demonstrated that innovative teaching methods can yield positive results, making learning both fun and effective. As schools continue to explore new tools for language acquisition, the success of this lesson could inspire other institutions to consider similar strategies. This shift not only enhances student engagement but also prepares learners for real-world language use.
By blending traditional learning with modern technology, Tsunan Secondary School has set a precedent for future educational practices. The positive feedback from students and teachers alike suggests that incorporating video games into lesson plans may be a valuable step forward in language education.