British Council Teachers Conference - Gamification


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British Council Teachers Conference - Gamification

  1. 1. Gamification Practical ideas for ELTGraham Stanleygraham.stanley@britishcouncil.esBritish Council Teachers ConferenceMadrid, SpainSaturday 29th September 2012
  2. 2. Digital Play Computer Games and Language Aims
  3. 3. Digital Play Computer Games and Gamification Language Aims Using game thinking and Why? game design What? techniques to How? enhance non- game contexts
  4. 4. Digital Play Gamification Its not just about computer games
  5. 5. Digital Play Gamification n
  6. 6. Digital Play Why? “Games are a more natural way to learn than traditional classrooms. Not only have humans been learning by playing games since the beginning of our species, but intelligent animals have as well.” (Clark Aldrich, Learning Online with Games,Simulations and Virtual Worlds, 2009)
  7. 7. Digital Play Relevance Why? There are 1 million gamers in UKAverage young person in UK will spend10,000 hours gaming by the age of 21* *Jane McGonigal - Reality is broken
  8. 8. Digital Play Engaging Why? Games make learning fun Games capture learners attention
  9. 9. Digital Play Communication Why? Games encourage language production Learners love talking about games
  10. 10. Digital Play Teaching Why? Games can be easily adapted for teaching Games can be used to practise all language skills
  11. 11. What is your favourite thing you do with technology at home
  12. 12. What is your favourite thing you do with technology at school
  13. 13. Digital Play No Computers in your classroom?
  14. 14. Digital Play
  15. 15. Digital Play Lee Sheldon
  16. 16. Gamifying Education Grading (used with permission)Full video:
  17. 17. Gamification in ELT?
  18. 18. Digital Play One Computer in your classroom?
  19. 19. Digital Play British Council TeachingEnglish Progress generator
  20. 20. Digital Play Class Dojo
  21. 21. Digital Play Class Dojo
  22. 22. Digital Play Class Dojo
  23. 23. Digital Play One Computer in the classroom? Class Dojo
  24. 24. Digital Play Class Dojo
  25. 25. Digital Play Class Dojo
  26. 26. Digital Play Chore wars http://www.chorewars.com
  27. 27. Digital Play Chore wars http://www.chorewars.com
  28. 28. Digital Play Chore wars http://www.chorewars.com
  29. 29. Digital Play Epic win
  30. 30. Digital Play Computer Games in ELT Reading, Writing, Speaking, Listening, Use of English
  31. 31. Digital Play
  32. 32. Digital Play
  33. 33. Digital Play Multiple Computers?
  34. 34. Digital Play Whats it for? The aim of the game : The learners predict what to do with a list of pairs of game objects, check their answers by playing the game and then write down the answers using the passive voice. Prepare to play: Choose an adventure game and start playing it. As you play, make a note of what you do with the objects that appear in the game (or use the walkthrough to save time) and produce a list similar to the example below. Make a copy of this list for each learner. You will also need to use online dictionaries. Play: Hand out the list of objects and tell the learners they are to guess how they are used together in the game. Ask the learners to talk together in groups of three and to use the online dictionaries to find out the meaning of the words they do not understand. After fifteen minutes, stop them and ask them to tell you what they think the relationship is between each pair of objects in the game: e.g. I think you use the hairpin to open the shed, etc. They then play the game together. The game should be easier to play because they know which objects they need to use together, but if they get stuck, encourage them to read the walkthrough to find out what to do next. Finally, once they have played the game (or part of the game if its long), ask them to look again at the pairs of words and to write about them. Encourage the use of the passive voice here: e.g. The hairpin is used to open the shed, etc. Play on:The learners can continue playing the game and finish off writing passive sentences about the objects.
  35. 35. Digital Play
  36. 36.
  37. 37. Live listening
  38. 38. Digital Play Finding and using a walkthrough
  39. 39. Digital Play How to approach task design?
  40. 40. Digital Play Support for preparation of materials
  41. 41. Digital Play Procedure and practicalities learner grouping – pairs or groups use handouts – clear instructions / task teacher uses game guide (walkthrough) encourage use of English during computer use learners explore, examine and pick up objects pause game and reflect on puzzles together those who solve puzzle tell whole class discuss where they been and what seen authentic information gap activity
  42. 42. Digital Play Recommended reading
  43. 43. Digital Play Recommended reading
  44. 44. Digital Play Recommended reading
  45. 45. Digital Play Recommended reading
  46. 46. Digital Play Introductory booklet
  47. 47. Thank you! Any questions?@grahamstanleygraham.stanley@britishcouncil.com