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Gamification in ELT for ORTESOL 2013

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Presentation about gamification for English language teaching by Deborah Healey and Kai Liu from Oregon Teachers of English to Speakers of Other Languages (ORTESOL) Conference, Oct 12, 2013. Includes links to the companion website.

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Gamification in ELT for ORTESOL 2013

  1. 1. Gamification: Hype or Useful Teacher Tool? Deborah Healey American English Institute/Dept. of Linguistics, University of Oregon Kai Liu Dept. of Linguistics, University of Oregon sites.google.com/site/gamificationforelteachers/
  2. 2. Agenda  Brief intro to gamification  What is it?  Game mechanics  Try it yourself – stations; classroom applications  Debrief © 2013 D. Healey, dhealey@uoregon.edu
  3. 3. Games vs. gamification They’re not the same © 2013 D. Healey, dhealey@uoregon.edu
  4. 4. Classroom activities We’ll talk about gamifying these later  Responding to questions about a 10-minute video clip  Memorizing vocabulary for a weekly quiz  Highlighting the transition words in a reading  Doing a workbook exercise about the past tense  Doing a presentation about a favorite vacation  Writing a compare/contrast paragraph. © 2013 D. Healey, dhealey@uoregon.edu
  5. 5. What’s a game?  A system with rules, some sort of challenge, feedback of some sort, interaction, fun, and often with an emotional response. (from many authors) © 2013 D. Healey, dhealey@uoregon.edu
  6. 6. Gamification??  Gamification is adding elements of games and gaming to regular activities that we may not normally think of as games.  Business  Training  Education © 2013 D. Healey, dhealey@uoregon.edu
  7. 7. Kapp, 2012: Elements  Game mechanics –points, levels, and badges (PBL), scoring, time constraints  Game thinking – competition, cooperation, exploration, storytelling  Aesthetics – a visually or otherwise interesting environment that creates a different “feel” to the activity (pp.9-11) © 2013 D. Healey, dhealey@uoregon.edu
  8. 8. Why do we care?  Demographics  Digital natives  Engagement  Extrinsic => intrinsic motivation  It’s our world © 2013 D. Healey, dhealey@uoregon.edu
  9. 9. Teachers use these  Cascading Information Theory – breaking up information into bits  Curriculum in teaching  Achievements – where learners have accomplished something relative to others  “Achievers” – I’m better than others  Community Collaboration – working together to solve a problem or do a task.  Group work in teaching  “Socializers” Images from http://www.gamification.org/wiki/Game_Mechanics © 2013 D. Healey, dhealey@uoregon.edu
  10. 10. More that we use now  Points – giving numerical value for actions  Grades in teaching  Loss Aversion – avoiding punishment  Grading, often  Behavioral Momentum – the tendency to keep doing something  Fun Once, Fun Always – classroom routines Images from http://www.gamification.org/wiki/Game_Mechanics © 2013 D. Healey, dhealey@uoregon.edu
  11. 11. What we could add  Countdown– having only a certain amount of time to do something  Homework, tests, activities  Levels – more points = more rewards  Start at 0 and add points to grades  Quests – give activities a larger focus  Check this later: Penny Arcade video www.penny-arcade.com/patv/episode/gamifying-education Images from http://www.gamification.org/wiki/Game_Mechanics © 2013 D. Healey, dhealey@uoregon.edu
  12. 12. What we could add  Progression – gradual success, made visible  Chart of reading speed, other  Ownership– control of something  Publishing, learner choices Images from http://www.gamification.org/wiki/Game_Mechanics © 2013 D. Healey, dhealey@uoregon.edu
  13. 13. Try it - stations Explanation – see the handout © 2013 D. Healey, dhealey@uoregon.edu
  14. 14. Project/task-based learning  Blissful productivity – joy in work  Discovery/Exploration  “Explorers”  Epic meaning – doing something big  Projects outside the classroom, audience  Quests/Challenges – overcoming obstacles  Virality – working with others Images from http://www.gamification.org/wiki/Game_Mechanics © 2013 D. Healey, dhealey@uoregon.edu
  15. 15. Debrief  What did you do? What do you think? © 2013 D. Healey, dhealey@uoregon.edu
  16. 16. Q&A Thanks! sites.google.com/site/gamificationforelteachers/ dhealey@uoregon.edu http://www.deborahhealey.com kliu4@uoregon.edu © 2013 D. Healey, dhealey@uoregon.edu

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