In this article, we show a method of research-action performed in a second grade primary school (7 year-old students), where the games are used in the didactic activities in order to improve the students' linguistic skills and to analyse the different styles of learning adopted by the children.
This research was conducted according to VAK model of learning. Firstly the teacher wrote a fairly tale and secondly she presented it to the students who were surveyed about the following questions: how could they learn it? Why should they learn new things? What's difficult for them?
Through a creation of working groups, the students developed different personal strategies of learning, also with the use of a role - playing method. Lastly, the children saw a visual novel, where, thanks to the interaction with its characters, they chose a personal "door of knowledge" . The research showed that 80% of the students ( in a class of 15 children ) prefer a visual, not-verbal and kinesthetic approach.
Moreover, several stories and animations were created by using Scratch, obtaining a significant improvement of the students' linguistic learnings, mainly in terms of speaking and writing. By a creation of play-stories, the children used the visual method of Scratch programme for learning to sequence properly the writing activities. In the meantime, by interacting with the game, they also stimulated the kinesthetic component. All these activities have been performed in a small group of students, in order to stimulate at the same time,their social competences and their conflicts' management.