TY - BOOK AU - Kassab,Mireille TI - The use of games in teaching writing PY - 2002/// CY - Beirut PB - Université Libanaise - Faculté de Pédagogie - Deanship KW - التعليم والتكنولوجيا KW - Education et la technologie KW - English Language Education Teaching Methods KW - ICT and Education KW - L’enseignement de la Langue Anglaise Méthodes d’enseignement KW - تعليم اللغة الانكليزية طرق التعليم N1 - النوع : Mémoire N2 - The aim of this research is to test empirically the effectiveness of the use of games in teaching writing for grade five students. To make this possible, a case study was conducted on 34 students in a reputable school to compare the results of those who are using games in learning writing with the ones who are not. Many scholars in the field suggest and believe in the importance of games in the teaching and learning processes. In the review of literature, the use of games in teaching in general, and in teaching writing and the importance of the use of games in solving writing problems in particular, are discussed. The purpose, the way, the time, the ages of the students suitable for the games, and the types of games used in the teaching and learning processes are fully discussed in the first part of the review of the literature. The second chapter of the review of the literature deals with teaching writing. The definitions, purposes, stages, problems of writing and their solutions through games are presented. The empirical research was a case study conducted on grade 5 English as a second language (ESL) students. This case study consisted of two techniques applied on two different groups: one experimental that used games in learning writing, and the other controlled which used the more traditional way. It spanned over a period of 18 weeks during which both groups were subjected to the two types of treatments: experimental and controlled. The findings reflect that the students using games achieved better results than the ones who used the traditional way. That is why the conclusion recommends the use of games as a main solution to students’ problems, such as the psychological, linguistic and cognitive problems, related to writing ER -