Virtual Round Table - Gamify Your Classroom


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  • 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 it's 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.
  • Virtual Round Table - Gamify Your Classroom

    1. 1. Gamify your classroomBlog @eltdigitalplayEmail: graham.stanley@gmail.comVirtual Round Table20th April 2012
    2. 2. Digital Play Computer games and language aims
    3. 3. Give examples of things you have learnt withtechnology that are not related to school work
    4. 4. Digital Play Why? Relevance 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
    5. 5. Digital Play Why? Engaging Games make learning fun Games capture learners attention
    6. 6. Digital Play Why? Communication Games encourage language production Learners love talking about games
    7. 7. Digital Play Why? Teaching Games can be easily adapted for teaching Games can be used to practise all language skills
    8. 8. Digital Play Why gamify your classroom?
    9. 9. Digital Play No Computers in your classroom?
    10. 10. Digital Play One Computer? http://www.chorewars.com
    11. 11. Digital Play Chore wars http://www.chorewars.com
    12. 12. Digital Play Play Spent
    13. 13. Digital Play http://playspent.org
    14. 14.
    15. 15. Digital Play Multiple Computers?
    16. 16. Digital Play
    17. 17. Digital Play Support for preparation of materials
    18. 18. Digital Play Finding and using a walkthrough
    19. 19. 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
    20. 20. Digital Play Classroom management
    21. 21. Digital Play Recommended reading
    22. 22. Digital Play Recommended reading
    23. 23. Digital Play Recommended reading http://epistemicgames.org
    24. 24. Digital Play Recommended reading http://www.jamespaulgee.com
    25. 25. Digital Play Thank you! Any questions? @eltdigitalplay @grahamstanley