1) A co-creation toolkit was created to help 7-10 year olds who are learning Chinese but lack interest in a fun and engaging way.
2) The toolkit involves 5 learning activities including choosing Chinese character parts, assembling characters, reviewing, relating characters to English letters, and surveying interest level.
3) Initial and follow up questionnaires and qualitative analysis will determine if the playful toolkit enhances users' interest in learning Chinese characters.
Games are an effective tool for language learning that provide enjoyment, relaxation, and opportunities for creative communication. They encourage repeated use of language through interactive play that teaches goals, rules, problem solving, and collaboration. Different types of games exist based on the number of players, whether they are digital or non-digital, and how much they involve physical movement, imagination, or rule-based play. Games are best used before, during or after presenting new material to reinforce learning in a low-pressure way. Teachers must consider factors like game selection, timing, discipline and ensuring all students experience success.
1) The document outlines the use of games to teach vocabulary, including definitions of vocabulary learning, reasons for teaching vocabulary, advantages of using games, types of effective games, and guidelines for choosing games.
2) Some key advantages discussed are that games motivate students, lower anxiety, and allow practice of all language skills in a fun context.
3) The conclusion states that games are an effective and interesting way to teach vocabulary and enhance student motivation, as well as improving memorization and providing opportunities for interaction and clarification.
Games can be an effective strategy for language acquisition in ESL and EFL classrooms. Teachers should understand that games typically involve rules, competition, and fun. Well-chosen games can capture students' attention, reduce stress, and provide opportunities for real communication practice. It is important for teachers to select games appropriately and integrate them into the regular curriculum, though sometimes limitations prevent using games as much as they should be used. Overall, games offer benefits like motivating students and allowing language practice in a meaningful context that encourages interaction.
Using games in language teaching can help sustain learners' interest and effort over an extended period of time. Games create meaningful contexts for language use, allowing learners to understand language and express themselves in order to participate. This makes the language more vividly experienced and better remembered. Games are thus central to a teacher's repertoire rather than just occasional activities. They provide intensive, engaging practice of language skills while being fun. Effective games are chosen based on factors like class size, level, and topic to achieve learning goals while maintaining motivation.
Games can be useful for learning English as an extracurricular activity. Research found that playing digital games significantly improved vocabulary and oral skills, especially for boys. Games provide repeated language input in a low-pressure environment where performance matters more than competence. Teachers can use suitable games in the classroom by selecting games that match students' level and skills, providing clear rules and time limits, and ensuring all students can participate. Examples of good online games include anagrams, flashcards, and grammar/vocabulary quizzes.
The document discusses using games to teach vocabulary. It explains that vocabulary learning is important but students often find it boring and passive. Games can make vocabulary lessons more interesting and effective by creating contexts and increasing student motivation. The document provides examples of word games that can be used, such as guessing word games and word puzzles, and concludes that games are an engaging way to solve problems in vocabulary learning.
The document outlines a lesson plan for teaching 7th grade students about sporophytes and gametophytes. It will begin with introducing the concepts through interactive digital avatars called Vokis and a podcast. Students will then work together to label plant images as either sporophyte or gametophyte regions. After class, students will comment on additional plant images on the class Facebook page to further their understanding. The goal is for students to be able to accurately label and explain the difference between sporophyte and gametophyte regions by the end of the lesson.
1) A co-creation toolkit was created to help 7-10 year olds who are learning Chinese but lack interest in a fun and engaging way.
2) The toolkit involves 5 learning activities including choosing Chinese character parts, assembling characters, reviewing, relating characters to English letters, and surveying interest level.
3) Initial and follow up questionnaires and qualitative analysis will determine if the playful toolkit enhances users' interest in learning Chinese characters.
Games are an effective tool for language learning that provide enjoyment, relaxation, and opportunities for creative communication. They encourage repeated use of language through interactive play that teaches goals, rules, problem solving, and collaboration. Different types of games exist based on the number of players, whether they are digital or non-digital, and how much they involve physical movement, imagination, or rule-based play. Games are best used before, during or after presenting new material to reinforce learning in a low-pressure way. Teachers must consider factors like game selection, timing, discipline and ensuring all students experience success.
1) The document outlines the use of games to teach vocabulary, including definitions of vocabulary learning, reasons for teaching vocabulary, advantages of using games, types of effective games, and guidelines for choosing games.
2) Some key advantages discussed are that games motivate students, lower anxiety, and allow practice of all language skills in a fun context.
3) The conclusion states that games are an effective and interesting way to teach vocabulary and enhance student motivation, as well as improving memorization and providing opportunities for interaction and clarification.
Games can be an effective strategy for language acquisition in ESL and EFL classrooms. Teachers should understand that games typically involve rules, competition, and fun. Well-chosen games can capture students' attention, reduce stress, and provide opportunities for real communication practice. It is important for teachers to select games appropriately and integrate them into the regular curriculum, though sometimes limitations prevent using games as much as they should be used. Overall, games offer benefits like motivating students and allowing language practice in a meaningful context that encourages interaction.
Using games in language teaching can help sustain learners' interest and effort over an extended period of time. Games create meaningful contexts for language use, allowing learners to understand language and express themselves in order to participate. This makes the language more vividly experienced and better remembered. Games are thus central to a teacher's repertoire rather than just occasional activities. They provide intensive, engaging practice of language skills while being fun. Effective games are chosen based on factors like class size, level, and topic to achieve learning goals while maintaining motivation.
Games can be useful for learning English as an extracurricular activity. Research found that playing digital games significantly improved vocabulary and oral skills, especially for boys. Games provide repeated language input in a low-pressure environment where performance matters more than competence. Teachers can use suitable games in the classroom by selecting games that match students' level and skills, providing clear rules and time limits, and ensuring all students can participate. Examples of good online games include anagrams, flashcards, and grammar/vocabulary quizzes.
The document discusses using games to teach vocabulary. It explains that vocabulary learning is important but students often find it boring and passive. Games can make vocabulary lessons more interesting and effective by creating contexts and increasing student motivation. The document provides examples of word games that can be used, such as guessing word games and word puzzles, and concludes that games are an engaging way to solve problems in vocabulary learning.
The document outlines a lesson plan for teaching 7th grade students about sporophytes and gametophytes. It will begin with introducing the concepts through interactive digital avatars called Vokis and a podcast. Students will then work together to label plant images as either sporophyte or gametophyte regions. After class, students will comment on additional plant images on the class Facebook page to further their understanding. The goal is for students to be able to accurately label and explain the difference between sporophyte and gametophyte regions by the end of the lesson.
The document summarizes an inquiry project on supporting English language learners' mathematical understanding through comprehension of word problems. It describes teaching strategies used over multiple rounds, including story element questions, graphic organizers, and explicit language instruction. Data was collected on students' language skills, literacy skills, and mathematical thinking. Analysis showed students needed more scaffolding initially. Later rounds saw more limited progress or progress toward goals. The next steps outlined continuing graphic organizers but changing questions, doing more partner and group discussions, and introducing important language as an ongoing resource.
Language games have important educational value for language learning. They provide motivation for students and help shy students participate more. Some goals of language games are to teach vocabulary, grammar, pronunciation in a fun way. Games also develop cooperation and engagement. There are many types of language games including speaking, spelling, reading, writing, listening, and grammar games. Some examples described are dumb crambo where students name animals based on sounds, and the ladder game where students provide words related to a topic. Games are a lively way to practice language skills.
Word Bucket: Game-based Vocabulary Learning Robert Hanley
Word Bucket concept outline - Describes existing elements and concept of platform in development.
Suitable for: Education providers with focus on foreign language learning - Covers all major languages.
The document discusses different language games that can help improve language skills, including crossword puzzles, spelling bees, vocabulary games, and puzzles. Crossword puzzles involve filling in a grid with words based on clues. Spelling bees are competitions where contestants spell words of varying difficulty. Vocabulary games organize words into categories to build connections between words. Puzzles help develop problem solving and other cognitive skills in children. Using games is an effective way to teach language as they are fun and allow students to learn while interacting socially.
This document discusses using games to teach English language skills. It provides examples of games like 20 Questions and The Whispering Game that allow students to practice language skills while taking a break from regular lessons. These games motivate students and create meaningful contexts for language use while encouraging cooperation. The document recommends providing clear instructions for games, not interrupting or correcting students during gameplay, and stopping games if they become tiring or boring. It concludes that using games is an effective and interesting way to teach English that can be applied in any classroom to improve students' communicative skills. Teachers should consider factors like class size, students' proficiency levels, time, topics, and the classroom environment when selecting and conducting games.
The document discusses using games to teach English. It notes that games help make language meaningful and engaging. Games are prevalent in children's lives through video games and sports. Using games in the classroom is an efficient way to teach English and develop students' social and language skills. Some example games that teach different skills are described, such as concentration for reading and phrase ball for speaking. The document emphasizes that games motivate students and prepare them for life.
This document discusses using games in the language classroom. It begins by posing questions about when games should be used and how to select appropriate games. It then discusses arguments for and against using games, providing research findings on both sides. Examples of classroom language games are provided, such as board races, memory games, and Pictionary. Guidelines are given for selecting games, such as aligning them with learning objectives and assessment. The document concludes by providing sources for finding more classroom language games.
This document provides a variety of game ideas that teachers can use in the classroom to engage students and reinforce learning. It begins with an introduction to educational games and the benefits of using games. It then describes 16 specific games that can be adapted for different subjects, including content-related games like Battleship for vocabulary practice and guessing games like Who is He/She? for identifying people. The games are meant to be interactive, help students work together, and make learning an enjoyable experience while still focusing on academic content.
This document discusses using games in the ESL classroom. It defines games as a form of play involving rules, competition, and fun. Some key benefits of games mentioned include capturing students' attention, lowering stress, and providing opportunities for real communication practice. The document provides tips for choosing appropriate games, such as matching the game to students' language level and interests. Examples of specific games that could be used are also described, such as "Find Someone Who..." which practices asking and answering questions. Overall, the document advocates for using games in the classroom as they can motivate students and allow them to learn unconsciously through fun activities.
This document summarizes a seminar on using chain story games to improve students' writing proficiency. It defines writing as a problem-solving process and games as activities with rules and goals that are fun. Chain story games are described as a collaborative activity where students take turns adding to a story by writing in sections on a paper that is passed around. The benefits of chain story games for writing include developing creative and collaborative skills while improving vocabulary and grammar. The document provides steps teachers can take to implement chain story games in the classroom to engage students and help overcome common writing challenges.
Games are effective language learning tools that motivate students and reduce stress. They allow students to practice language skills in a low-pressure environment where they are focused on the game rather than grammar mistakes. Some benefits of games include increasing student participation, improving fluency as students communicate without stressing about errors, and providing opportunities for real-world language practice. The document provides examples of vocabulary, grammar, and other games that integrate language skills like speaking, reading, and listening in a fun, engaging way for students.
Games can effectively support language learning in several ways. They add interest, provide context for meaningful communication, involve multiple language skills, lower anxiety, and connect to different types of intelligence. Games should be used strategically - as fillers, integrated into lessons, or for practicing and recycling language. They can be linguistic games focusing on accuracy or communicative games emphasizing information exchange. Games are commonly classified into categories like sorting, information gap, guessing, searching, matching, labeling, exchanging, board games, and role plays.
The document discusses the benefits of using games in language learning classrooms for young learners. It states that games help students practice language skills in a fun and engaging way. They improve motivation, encourage cooperation, and help students sustain interest over long periods of learning. Additionally, games provide opportunities for language practice, create meaningful contexts for use, and allow students to interact and communicate and learn vocabulary in a relaxed environment.
Reading in the Digital Age. China 2012sandrasawaya
This document discusses reading comprehension in the digital age. It explains that reading comprehension involves an interaction between the reader and text, and strategies have traditionally involved previewing, predicting, questioning, and organizing information. However, digital text is now nonlinear, incorporating various multimedia. This has transformed reading comprehension strategies, which for digital text involve skimming, scanning, and evaluating multiple online sources simultaneously. The document also discusses traditional print-based assessments of comprehension and the need to develop new methods to assess comprehension of digital texts, such as project-based and think-aloud approaches.
Games can help sustain learners' interest in language learning and encourage them to actively participate. When the content is meaningful to learners by amusing, angering or surprising them, the language is better remembered. There are many advantages to using games, such as providing a break from routine, increasing motivation and interaction, and creating contexts for meaningful language practice in various skills like speaking, writing, listening and reading. Effective games keep students involved, focus on language use rather than language itself, and allow students to learn, practice or review specific material.
The document summarizes Ian Bayson's observations from a visit to the learning resource center at JH Cerilles State College. It notes that the center has a variety of print, audio, visual, and ICT resources organized systematically. It comments that the books are properly designated and computers are freely accessible. However, it also notes that the center has limited space and some reference books are outdated. It recommends providing more reliable books and internet-connected computers to improve student learning.
1. The document summarizes research conducted on the implementation of the Schoolwide Enrichment Model for Reading (SEM-R) in a high school basic reading course.
2. Quantitative data from standardized reading tests and motivation surveys showed no significant change in reading achievement but a significant increase in students' reported value of reading.
3. Qualitative data from student interviews indicated that the SEM-R approach engaging students with self-selected reading materials increased their enjoyment of and motivation to read.
This document discusses the use of games in English as a second language (ESL) classrooms. It defines games as a form of play governed by rules that should be enjoyable and fun. Games can help ESL students learn while having fun by lowering stress and providing opportunities for real communication. The document provides tips for teachers on deciding which games to use, such as considering students' language level, interests, and classroom context. It also outlines some advantages of games, such as capturing students' attention and motivating them to use the target language.
1. The document describes 9 different activities and games that can be used in classroom settings: the Birthday Paradox, Dicebreakers, Tongue Twisters, Sports Gallery, Buzz Groups, Brainstorming, "Teacher Says" (Simon Says), Family Health Tree, and Jamaica Trip (Name Game).
2. Each activity is explained over 1-3 paragraphs with directions, examples, and tips for implementation.
3. The activities are designed to be engaging, interactive ways to break the ice, encourage participation, and learn while having fun.
The purpose of the study is to assess the effect of computer games on the proficiency of the B.Ed teacher trainees in using the conventional expressions in conversations. The role of technology in language learning has made outdated, drills, grammatical explanations and translation of texts, and the focus is shifted to communication based contexts. Recreational Computer Games make a positive impact on children’s subsequent performance after instructional tasks. Playing the games, children live in both physical and virtual spaces such as chat rooms, email, and communication. The tool to test their proficiency has thirty items. The achievement test has ten dialogues with three blanks in each for the students to fill them up. This is an experimental study with a single group design. After a stratified sample of 70 female and 34 male teacher trainees were exposed to some computer games involving fun and conversations for a week, they were tested for their proficiency. The tool was a standardized one. The levels of proficiency of the male and female teacher trainees were found to be average and above average. The‘t’test was applied. The proficiency of the female teacher trainees was found to be significantly higher than that of the male teacher trainees. The computer games have the potential to improve the cognitive, affective and psychomotor skills of the student-teachers.
Game-based learning can be a motivating approach for 21st century schools. Games can help students develop skills, increase knowledge, and foster creativity. Some advantages of games in teaching include increased motivation, engagement in the learning process, and benefits for students with special needs. However, integrating games can be difficult for teachers and require sufficient devices. Various tools exist for teachers to create quizzes and evaluate students' competencies and skills through games. Games can also be used to assess students when played individually or with partners, such as through Kahoot or Google Forms. Students may further develop skills by creating their own learning games and materials to share.
The document summarizes an inquiry project on supporting English language learners' mathematical understanding through comprehension of word problems. It describes teaching strategies used over multiple rounds, including story element questions, graphic organizers, and explicit language instruction. Data was collected on students' language skills, literacy skills, and mathematical thinking. Analysis showed students needed more scaffolding initially. Later rounds saw more limited progress or progress toward goals. The next steps outlined continuing graphic organizers but changing questions, doing more partner and group discussions, and introducing important language as an ongoing resource.
Language games have important educational value for language learning. They provide motivation for students and help shy students participate more. Some goals of language games are to teach vocabulary, grammar, pronunciation in a fun way. Games also develop cooperation and engagement. There are many types of language games including speaking, spelling, reading, writing, listening, and grammar games. Some examples described are dumb crambo where students name animals based on sounds, and the ladder game where students provide words related to a topic. Games are a lively way to practice language skills.
Word Bucket: Game-based Vocabulary Learning Robert Hanley
Word Bucket concept outline - Describes existing elements and concept of platform in development.
Suitable for: Education providers with focus on foreign language learning - Covers all major languages.
The document discusses different language games that can help improve language skills, including crossword puzzles, spelling bees, vocabulary games, and puzzles. Crossword puzzles involve filling in a grid with words based on clues. Spelling bees are competitions where contestants spell words of varying difficulty. Vocabulary games organize words into categories to build connections between words. Puzzles help develop problem solving and other cognitive skills in children. Using games is an effective way to teach language as they are fun and allow students to learn while interacting socially.
This document discusses using games to teach English language skills. It provides examples of games like 20 Questions and The Whispering Game that allow students to practice language skills while taking a break from regular lessons. These games motivate students and create meaningful contexts for language use while encouraging cooperation. The document recommends providing clear instructions for games, not interrupting or correcting students during gameplay, and stopping games if they become tiring or boring. It concludes that using games is an effective and interesting way to teach English that can be applied in any classroom to improve students' communicative skills. Teachers should consider factors like class size, students' proficiency levels, time, topics, and the classroom environment when selecting and conducting games.
The document discusses using games to teach English. It notes that games help make language meaningful and engaging. Games are prevalent in children's lives through video games and sports. Using games in the classroom is an efficient way to teach English and develop students' social and language skills. Some example games that teach different skills are described, such as concentration for reading and phrase ball for speaking. The document emphasizes that games motivate students and prepare them for life.
This document discusses using games in the language classroom. It begins by posing questions about when games should be used and how to select appropriate games. It then discusses arguments for and against using games, providing research findings on both sides. Examples of classroom language games are provided, such as board races, memory games, and Pictionary. Guidelines are given for selecting games, such as aligning them with learning objectives and assessment. The document concludes by providing sources for finding more classroom language games.
This document provides a variety of game ideas that teachers can use in the classroom to engage students and reinforce learning. It begins with an introduction to educational games and the benefits of using games. It then describes 16 specific games that can be adapted for different subjects, including content-related games like Battleship for vocabulary practice and guessing games like Who is He/She? for identifying people. The games are meant to be interactive, help students work together, and make learning an enjoyable experience while still focusing on academic content.
This document discusses using games in the ESL classroom. It defines games as a form of play involving rules, competition, and fun. Some key benefits of games mentioned include capturing students' attention, lowering stress, and providing opportunities for real communication practice. The document provides tips for choosing appropriate games, such as matching the game to students' language level and interests. Examples of specific games that could be used are also described, such as "Find Someone Who..." which practices asking and answering questions. Overall, the document advocates for using games in the classroom as they can motivate students and allow them to learn unconsciously through fun activities.
This document summarizes a seminar on using chain story games to improve students' writing proficiency. It defines writing as a problem-solving process and games as activities with rules and goals that are fun. Chain story games are described as a collaborative activity where students take turns adding to a story by writing in sections on a paper that is passed around. The benefits of chain story games for writing include developing creative and collaborative skills while improving vocabulary and grammar. The document provides steps teachers can take to implement chain story games in the classroom to engage students and help overcome common writing challenges.
Games are effective language learning tools that motivate students and reduce stress. They allow students to practice language skills in a low-pressure environment where they are focused on the game rather than grammar mistakes. Some benefits of games include increasing student participation, improving fluency as students communicate without stressing about errors, and providing opportunities for real-world language practice. The document provides examples of vocabulary, grammar, and other games that integrate language skills like speaking, reading, and listening in a fun, engaging way for students.
Games can effectively support language learning in several ways. They add interest, provide context for meaningful communication, involve multiple language skills, lower anxiety, and connect to different types of intelligence. Games should be used strategically - as fillers, integrated into lessons, or for practicing and recycling language. They can be linguistic games focusing on accuracy or communicative games emphasizing information exchange. Games are commonly classified into categories like sorting, information gap, guessing, searching, matching, labeling, exchanging, board games, and role plays.
The document discusses the benefits of using games in language learning classrooms for young learners. It states that games help students practice language skills in a fun and engaging way. They improve motivation, encourage cooperation, and help students sustain interest over long periods of learning. Additionally, games provide opportunities for language practice, create meaningful contexts for use, and allow students to interact and communicate and learn vocabulary in a relaxed environment.
Reading in the Digital Age. China 2012sandrasawaya
This document discusses reading comprehension in the digital age. It explains that reading comprehension involves an interaction between the reader and text, and strategies have traditionally involved previewing, predicting, questioning, and organizing information. However, digital text is now nonlinear, incorporating various multimedia. This has transformed reading comprehension strategies, which for digital text involve skimming, scanning, and evaluating multiple online sources simultaneously. The document also discusses traditional print-based assessments of comprehension and the need to develop new methods to assess comprehension of digital texts, such as project-based and think-aloud approaches.
Games can help sustain learners' interest in language learning and encourage them to actively participate. When the content is meaningful to learners by amusing, angering or surprising them, the language is better remembered. There are many advantages to using games, such as providing a break from routine, increasing motivation and interaction, and creating contexts for meaningful language practice in various skills like speaking, writing, listening and reading. Effective games keep students involved, focus on language use rather than language itself, and allow students to learn, practice or review specific material.
The document summarizes Ian Bayson's observations from a visit to the learning resource center at JH Cerilles State College. It notes that the center has a variety of print, audio, visual, and ICT resources organized systematically. It comments that the books are properly designated and computers are freely accessible. However, it also notes that the center has limited space and some reference books are outdated. It recommends providing more reliable books and internet-connected computers to improve student learning.
1. The document summarizes research conducted on the implementation of the Schoolwide Enrichment Model for Reading (SEM-R) in a high school basic reading course.
2. Quantitative data from standardized reading tests and motivation surveys showed no significant change in reading achievement but a significant increase in students' reported value of reading.
3. Qualitative data from student interviews indicated that the SEM-R approach engaging students with self-selected reading materials increased their enjoyment of and motivation to read.
This document discusses the use of games in English as a second language (ESL) classrooms. It defines games as a form of play governed by rules that should be enjoyable and fun. Games can help ESL students learn while having fun by lowering stress and providing opportunities for real communication. The document provides tips for teachers on deciding which games to use, such as considering students' language level, interests, and classroom context. It also outlines some advantages of games, such as capturing students' attention and motivating them to use the target language.
1. The document describes 9 different activities and games that can be used in classroom settings: the Birthday Paradox, Dicebreakers, Tongue Twisters, Sports Gallery, Buzz Groups, Brainstorming, "Teacher Says" (Simon Says), Family Health Tree, and Jamaica Trip (Name Game).
2. Each activity is explained over 1-3 paragraphs with directions, examples, and tips for implementation.
3. The activities are designed to be engaging, interactive ways to break the ice, encourage participation, and learn while having fun.
The purpose of the study is to assess the effect of computer games on the proficiency of the B.Ed teacher trainees in using the conventional expressions in conversations. The role of technology in language learning has made outdated, drills, grammatical explanations and translation of texts, and the focus is shifted to communication based contexts. Recreational Computer Games make a positive impact on children’s subsequent performance after instructional tasks. Playing the games, children live in both physical and virtual spaces such as chat rooms, email, and communication. The tool to test their proficiency has thirty items. The achievement test has ten dialogues with three blanks in each for the students to fill them up. This is an experimental study with a single group design. After a stratified sample of 70 female and 34 male teacher trainees were exposed to some computer games involving fun and conversations for a week, they were tested for their proficiency. The tool was a standardized one. The levels of proficiency of the male and female teacher trainees were found to be average and above average. The‘t’test was applied. The proficiency of the female teacher trainees was found to be significantly higher than that of the male teacher trainees. The computer games have the potential to improve the cognitive, affective and psychomotor skills of the student-teachers.
Game-based learning can be a motivating approach for 21st century schools. Games can help students develop skills, increase knowledge, and foster creativity. Some advantages of games in teaching include increased motivation, engagement in the learning process, and benefits for students with special needs. However, integrating games can be difficult for teachers and require sufficient devices. Various tools exist for teachers to create quizzes and evaluate students' competencies and skills through games. Games can also be used to assess students when played individually or with partners, such as through Kahoot or Google Forms. Students may further develop skills by creating their own learning games and materials to share.
The document summarizes a research study that assessed the effect of computer games on the proficiency of teacher trainees in using conventional expressions in conversations. The study exposed 104 teacher trainees (70 female, 34 male) to computer games involving conversations for a week. They were then tested on their proficiency using a 30-item achievement test with dialogues requiring conventional expressions. The female trainees scored significantly higher than the male trainees on average. The study found that computer games have potential to improve student-teachers' cognitive, affective and psychomotor skills when used for language learning.
This study investigated the effects of implementing games through small groups on reading comprehension scores of eighth grade students in Indonesia. Two classes were selected, one as the experimental group which used games in small groups, and one as the control group with conventional teaching. Both groups took a pre-test and post-test on reading comprehension. The results showed that the experimental group scored higher on average on the post-test compared to the control group. Statistical analysis confirmed the experimental group performed significantly better, suggesting games in small groups improved reading comprehension more than conventional teaching.
Module 3 game based learning leyla sarikayaLeyla Sarikaya
The document discusses game-based learning and analyzes its growing popularity and pros/cons. It describes several educational game programs including Quizlet, Quia, Kahoot, and EDpuzzle. These games develop students' critical thinking skills and make learning more engaging as students can learn from mistakes without embarrassment in a competitive environment. However, teachers need skills to take on roles like facilitator and may lack gaming knowledge. The document also describes case studies where these games were used successfully in middle school classes for subjects like history and math.
This class plan involves reviewing the past perfect and past perfect continuous tenses. It uses a board game activity where students make sentences using the tenses and earn points. This aims to prepare students for an exam in an engaging way. A web quest is also assigned for additional practice at home. The methods used are audio-lingual and communicative language teaching to develop accurate grammar and promote interaction between students. The board game encourages creativity and thinking while reviewing in a fun manner. The web quest further reinforces the topic and gets students motivated by using technology and working independently.
English department students of IAIN Pekalongan have many shortcomings in memorizing vocabulary. This is evidenced by our observations when students are speaking in front of the class. Sometimes, students are confused about conveying information they want to deliver because they are constrained by a lack of memorization of vocabulary. The situation happens when students must use English in active discussions. So far, the students tend to memorize vocabulary. Besides that, vocabulary books are less effective and less interesting because it only relies on the use of language skills. One way to learn vocabulary in a simple way is through codenames game. This game provides many vocabularies that must be guessed by the players in a team. Then, another player should describe the word to be guessed. So, this research’s questions are how the codenames game is implemented due to learning English in a fun way. By reflecting the question, the purpose of this research is to provide information on the implementation of codenames game which helps English department students of IAIN Pekalongan enrich and build their vocabulary through a fun way using game cards. Based on our observation, the result showed that applying the codenames game could enrich the students’ vocabularies, be an alternative entertainer so that the students do not easily get bored, and strengthen the students’ memory. Thus, it can be concluded that playing codenames game promotes a helping way to enrich and build the students’ vocabulary.
1. Gamifying learning uses gaming mechanics to increase learner engagement, motivation, and enjoyment by having students learn through playing and creating digital games.
2. Case studies show that students learned English vocabularies faster and were more motivated when learning through a digital game compared to traditional lessons.
3. When creating their own digital games, students improved skills like programming, creativity, logical thinking, problem-solving, and collaboration.
18 digital game based learning - learning and teaching through having funCITE
1. Gamifying learning uses gaming mechanics to increase learner engagement, motivation, and enjoyment by having students learn through playing and creating digital games.
2. Case studies show that students learned English vocabularies faster and were more motivated when learning through a digital game compared to traditional lessons.
3. When creating their own digital games, students improved skills like programming, creativity, logical thinking, problem-solving, and collaboration.
This summary provides the key details about a research article that studied the impact of using virtual reality with and without gaming attributes for academic achievement. The study compared the effects of a basic computer-assisted instruction program to a virtual reality gaming program on students' math and language arts test scores. It found that the basic instruction program improved math scores but neither program improved language arts scores. The gaming program did not further increase math scores above the basic program. The summary critically examines the study's small sample size and sampling method.
Taaltreffers (“Word Score”) is an online serious game intended to increase the vocabulary of pupils in primary schools in the 10-12 age range. The game and the additional materials are designed with the model of Verhallen and Verhallen, in which words are presented in four stages: activating previous knowledge, explaining new words, consolidating new words and testing if the words are part of the daily vocabulary. The game has been piloted at ten schools and the evaluation shows that the vocabulary of the students has increased significantly after playing the game.
Research paper presented as part of ongoing professional development for Brazilians teachers of English in the United States - PDPI -Programa de Desenvolvimento Profissional para Professores de Ingles/CAPES Governo Federal
Games for Change Festival 2010. STEM and Game DevelopmentRafael Fajardo
This document discusses game design programs run by P4 Games and Tincan to promote STEM learning. It describes a high school summer game camp, a Teacher Game Institute for professional development, and school year implementation. The goal is to use game design and development to engage students in STEM topics and support the learning of skills like computational thinking, math, science research, and more. Studies found advantages like exemplifying project-based learning and increasing interest in STEM careers. Game development also helps support diversity in STEM by appealing to all genders and backgrounds. Teachers generally react positively and see benefits of using games to change their teaching practices.
This document reviews 10 journal articles on using the game-based platform Kahoot to motivate students to learn English as a second language. Most studies found that Kahoot enhanced students' motivation and engagement in learning. Quantitative research designs were most common, using methods like pre-tests, post-tests, surveys and statistical analysis. The studies concluded that Kahoot motivates students to participate and learn better than traditional methods by making the learning process more fun and interactive. However, some qualitative research also found Kahoot improved students' intrinsic motivation, confidence and positive attitudes towards English learning. Overall, the literature suggests gamified learning through Kahoot is an effective way to enhance motivation for students studying English as a second language.
The document analyzes and summarizes four CALL (computer-assisted language learning) CD programs according to five principles: interactivity, usability, content appropriateness, effectiveness, and performance. The four programs analyzed are English Word, Vocabulary, Learn English (Talk More! Beginners), and Speak English (Talk More! Intermediate). Each program is evaluated based on the five principles, with a focus on how well they stimulate interaction, meet student needs, present appropriate content at appropriate levels, assist in language mastery, and engage students visually and aurally.
This project is an initiative under the Highly Immersive Programme aimed at collaboration between Pejabat Pendidikan Daerah Hulu Terengganu and schools in the vicinity through vocabulary learning. The collaboration requires the teacher to guide learners where they are expected to use their background knowledge in designing short vocabulary lessons as well as interacting with the world around them in physical and digital form.
Injecting the element of fun by using a realia called Perky Piung, it promotes experiences that are active, social, contextual and engaging. Through this project, the collaboration became personal and tangible post-project via interaction on the various social media platform. In conclusion, this project aspires to ignite positive relationship thus providing opportunities for higher-order thinking, oral communication, and leadership skills in the parties involved.
The document discusses using games as a tool for language teaching. It provides definitions of games from Wikipedia and Merriam-Webster and notes that games have goals, rules, and are a form of entertainment. It then lists several benefits of using games for language teaching, including that they are motivating, help reinforce language structures, and create a positive learning environment. Some key factors to consider for choosing and implementing classroom games are also outlined, such as having a clear objective, managing competition, and materials required.
Disco 2013: Selay Arkun - Evaluation of Draw Something App in Educational per...8th DisCo conference 2013
Vocabulary is considered to be one of the most important components for learning a foreign language. Research suggests that educational games could be used for vocabulary learning. In the literature, there are cases of playing Pictionary, a word guessing game, as a classroom activity to learn new vocabulary. Draw Something is an online and collaborative game in English, similar to Pictionary. It is a mobile application which is played in pairs with players trying to guess the word from their partner’s drawings. The purpose of this study is to evaluate Draw Something in an educational games perspective. This research is based on a questionnaire focusing on players’ experiences of vocabulary learning while playing Draw Something. The data is collected from players who are not native English speakers. Results show that 44 out of 52 (85%) players have learned new vocabulary by playing Draw Something. Players use a variety of strategies to learn the meaning of an unknown word; using a dictionary, using a translator, asking someone, and using cheating application developed for Draw Something. With some additions to strengthen the educational features; a vocabulary building game similar to Draw Something could be developed.
Similar to Facebook Games and English Language Learners: What Student Teachers Say? (20)
Main Java[All of the Base Concepts}.docxadhitya5119
This is part 1 of my Java Learning Journey. This Contains Custom methods, classes, constructors, packages, multithreading , try- catch block, finally block and more.
Reimagining Your Library Space: How to Increase the Vibes in Your Library No ...Diana Rendina
Librarians are leading the way in creating future-ready citizens – now we need to update our spaces to match. In this session, attendees will get inspiration for transforming their library spaces. You’ll learn how to survey students and patrons, create a focus group, and use design thinking to brainstorm ideas for your space. We’ll discuss budget friendly ways to change your space as well as how to find funding. No matter where you’re at, you’ll find ideas for reimagining your space in this session.
Chapter wise All Notes of First year Basic Civil Engineering.pptxDenish Jangid
Chapter wise All Notes of First year Basic Civil Engineering
Syllabus
Chapter-1
Introduction to objective, scope and outcome the subject
Chapter 2
Introduction: Scope and Specialization of Civil Engineering, Role of civil Engineer in Society, Impact of infrastructural development on economy of country.
Chapter 3
Surveying: Object Principles & Types of Surveying; Site Plans, Plans & Maps; Scales & Unit of different Measurements.
Linear Measurements: Instruments used. Linear Measurement by Tape, Ranging out Survey Lines and overcoming Obstructions; Measurements on sloping ground; Tape corrections, conventional symbols. Angular Measurements: Instruments used; Introduction to Compass Surveying, Bearings and Longitude & Latitude of a Line, Introduction to total station.
Levelling: Instrument used Object of levelling, Methods of levelling in brief, and Contour maps.
Chapter 4
Buildings: Selection of site for Buildings, Layout of Building Plan, Types of buildings, Plinth area, carpet area, floor space index, Introduction to building byelaws, concept of sun light & ventilation. Components of Buildings & their functions, Basic concept of R.C.C., Introduction to types of foundation
Chapter 5
Transportation: Introduction to Transportation Engineering; Traffic and Road Safety: Types and Characteristics of Various Modes of Transportation; Various Road Traffic Signs, Causes of Accidents and Road Safety Measures.
Chapter 6
Environmental Engineering: Environmental Pollution, Environmental Acts and Regulations, Functional Concepts of Ecology, Basics of Species, Biodiversity, Ecosystem, Hydrological Cycle; Chemical Cycles: Carbon, Nitrogen & Phosphorus; Energy Flow in Ecosystems.
Water Pollution: Water Quality standards, Introduction to Treatment & Disposal of Waste Water. Reuse and Saving of Water, Rain Water Harvesting. Solid Waste Management: Classification of Solid Waste, Collection, Transportation and Disposal of Solid. Recycling of Solid Waste: Energy Recovery, Sanitary Landfill, On-Site Sanitation. Air & Noise Pollution: Primary and Secondary air pollutants, Harmful effects of Air Pollution, Control of Air Pollution. . Noise Pollution Harmful Effects of noise pollution, control of noise pollution, Global warming & Climate Change, Ozone depletion, Greenhouse effect
Text Books:
1. Palancharmy, Basic Civil Engineering, McGraw Hill publishers.
2. Satheesh Gopi, Basic Civil Engineering, Pearson Publishers.
3. Ketki Rangwala Dalal, Essentials of Civil Engineering, Charotar Publishing House.
4. BCP, Surveying volume 1
ISO/IEC 27001, ISO/IEC 42001, and GDPR: Best Practices for Implementation and...PECB
Denis is a dynamic and results-driven Chief Information Officer (CIO) with a distinguished career spanning information systems analysis and technical project management. With a proven track record of spearheading the design and delivery of cutting-edge Information Management solutions, he has consistently elevated business operations, streamlined reporting functions, and maximized process efficiency.
Certified as an ISO/IEC 27001: Information Security Management Systems (ISMS) Lead Implementer, Data Protection Officer, and Cyber Risks Analyst, Denis brings a heightened focus on data security, privacy, and cyber resilience to every endeavor.
His expertise extends across a diverse spectrum of reporting, database, and web development applications, underpinned by an exceptional grasp of data storage and virtualization technologies. His proficiency in application testing, database administration, and data cleansing ensures seamless execution of complex projects.
What sets Denis apart is his comprehensive understanding of Business and Systems Analysis technologies, honed through involvement in all phases of the Software Development Lifecycle (SDLC). From meticulous requirements gathering to precise analysis, innovative design, rigorous development, thorough testing, and successful implementation, he has consistently delivered exceptional results.
Throughout his career, he has taken on multifaceted roles, from leading technical project management teams to owning solutions that drive operational excellence. His conscientious and proactive approach is unwavering, whether he is working independently or collaboratively within a team. His ability to connect with colleagues on a personal level underscores his commitment to fostering a harmonious and productive workplace environment.
Date: May 29, 2024
Tags: Information Security, ISO/IEC 27001, ISO/IEC 42001, Artificial Intelligence, GDPR
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A workshop hosted by the South African Journal of Science aimed at postgraduate students and early career researchers with little or no experience in writing and publishing journal articles.
বাংলাদেশের অর্থনৈতিক সমীক্ষা ২০২৪ [Bangladesh Economic Review 2024 Bangla.pdf] কম্পিউটার , ট্যাব ও স্মার্ট ফোন ভার্সন সহ সম্পূর্ণ বাংলা ই-বুক বা pdf বই " সুচিপত্র ...বুকমার্ক মেনু 🔖 ও হাইপার লিংক মেনু 📝👆 যুক্ত ..
আমাদের সবার জন্য খুব খুব গুরুত্বপূর্ণ একটি বই ..বিসিএস, ব্যাংক, ইউনিভার্সিটি ভর্তি ও যে কোন প্রতিযোগিতা মূলক পরীক্ষার জন্য এর খুব ইম্পরট্যান্ট একটি বিষয় ...তাছাড়া বাংলাদেশের সাম্প্রতিক যে কোন ডাটা বা তথ্য এই বইতে পাবেন ...
তাই একজন নাগরিক হিসাবে এই তথ্য গুলো আপনার জানা প্রয়োজন ...।
বিসিএস ও ব্যাংক এর লিখিত পরীক্ষা ...+এছাড়া মাধ্যমিক ও উচ্চমাধ্যমিকের স্টুডেন্টদের জন্য অনেক কাজে আসবে ...
A review of the growth of the Israel Genealogy Research Association Database Collection for the last 12 months. Our collection is now passed the 3 million mark and still growing. See which archives have contributed the most. See the different types of records we have, and which years have had records added. You can also see what we have for the future.
This presentation includes basic of PCOS their pathology and treatment and also Ayurveda correlation of PCOS and Ayurvedic line of treatment mentioned in classics.
Liberal Approach to the Study of Indian Politics.pdf
Facebook Games and English Language Learners: What Student Teachers Say?
1. Facebook Games and English
Language Learners:
What Student-teachers Say?
Presented by:
Entisar Elsherif, Indiana University of Pennsylvania
Fatma Dreid, University of Tripoli
Digital Literacies Symposium
Digital Literacies in and Beyond the L2 Classroom
Hosted by the Center for Educational Resources in Culture, Language, and Literacy
2. Outline
Introduction
Facebook Games project
Research Questions
Research Design
Results
Conclusion
References
Photos of Facebook Games
3. Introduction
“The learning process should be interesting,
easy and it should be fun to learn. It also
should fit with an everyday task and the
working environment in order to achieve
optimum results”
(Pivac & Dziabenko, 2010, p. 1).
4. “Games are effective tools for learning
because they offer students a hypothetical
environment in which they can explore
alternative decisions without the risk of failure.
Thought and action combined into purposeful
behavior to accomplish a goal. Playing games
teaches us not to strategize, to consider
alternatives, and to think flexibly”
(Martinson & Chu, 2008, p. 478).
5. The idea of this study
came out of Dr Gian
Pagnucci’s class. In his
Technology & Literacy
course, Entisar and her
peers were asked to
play Facebook games
for a week, reflect on
the experience each
day of the week, and
post the reflections on
their research blogs.
6. After that, we discussed the idea of conducting a
study on using Facebook games to explore our
student’s views about using games in the English
classroom.
Since our students use Facebook for
communication why don’t we encourage them to
use games for game-based learning.
7. Facebook Games Project
Students choose from a list of Facebook games
They play Facebook games for a week then do the
following:
- prepare a PPT presentation
- present their game and their views about the game
- write reflections about the games and their experiences
8. Students chose from the following list of
Facebook games:
Royal Story
Words of Wonder
Village Life
Lucky Supermarket
Hidden Chronicles
Criminal Case
Zoo World
FarmVille
Hay Day
Threads of Mystery
CityVille
Photos of the games are listed after the references.
9. Students prepare a presentation in which they
answer the following questions:
Describe the game (Use pictures and illustrations).
Would you recommend the game? Why?/ Why not?
Was there anything you didn’t know before playing the
game? What did you do to understand the tasks of the
game? What kind of knowledge did you gain while
playing?
Reflect on your group work: what did you do as a group
to prepare the presentation? How did you find playing the
game together?
As a future English language teacher: do you think that
Facebook Games might help English learners improve
their language proficiency? How? If not, why? How might
you use Facebook games to teach English?
10. Students write one-page reflections that
include:
What do you think of this project?,
Do you think games can be used as language learning
tools?,
What would you recommend to improve this project in
future classes?, and
Any other ideas or points of view you would like to share.
11. Research Questions
What are the Libyan English language student teachers’
views about using Facebook games as a language
teaching tools?
After playing Facebook games for a while, do they plan
to use Facebook games in their English language
classroom?
12. Research Design
Methodology: Qualitative Case Study
Study site: English language teacher education program at the
Faculty of Education at a Libyan university.
Participants: 25 Libyan student-teachers taking the Eng214
Listening & Speaking 3 Course
Data Collection sources: students’ presentations, students’
reflective journals, and interviews.
Data Analysis: line-by-line reading and memoing, and then
coding.
13. Since this project is still in progress, this presentation
details the results derived from the student teachers’
presentations and reflective journals.
The following slides are some of the student teachers’
presentations and parts of their reflections.
19. Results
What are the Libyan English language student teachers’ views
about using Facebook games as a language teaching tools?
Data indicated that most of the student teachers found playing
Facebook games as beneficial to language learners. Only five
student thought that Facebook games were “waste of time”
and should not be used in the language English classroom.
After playing Facebook games for a while, do they plan to
use Facebook games in their English language classroom?
Students who were in favor of using Facebook games in the
English language classroom plan to use these games to teach
vocabulary, reading, listening and speaking, and writing.
20. Most of the student teachers’ comments were positive.
Student teachers’ positive comments showed that they
enjoyed playing the games individually and in groups.
Student teachers’ comments also showed that they
learned while playing.
Student teachers’ comment showed that games-based
learning is motivating.
21. Student teachers thought that Facebook games:
A great source for vocabulary learning.
Teach how to follow instructions.
Fun to learn while playing.
Great for learning problem-solving strategies.
Playing as a group enhances group work.
Some games were suitable for various levels of
language proficiency.
22. Student teachers preferred using Facebook games to teach
vocabulary since they found many new words. They also
thought that Facebook games gave them the chance to learn
words from context.
Since they presented about the games, they reported the
benefits of using Facebook games as topics for classroom
discussion.
Student teachers believed that reading the instructions or any
information s provided in the games help English learners
improve their reading skills.
Student teachers stated that Facebook games could be used
for descriptive writing.
23. Some of them, however, thought that
Facebook games are waste of time and:
Time consuming.
Discouraging, because in some games, they
faced difficulties in getting the tasks done.
Boring, because they were repeating the
same task everyday
Not suitable for students with high levels of
language proficiency because they didn’t
enjoy them or they didn’t find any new
information.
24. Conclusion
Facebook games are not only a source of entertainment, but also can
be used as source of learning. Properly designed activities that
include Facebook games can stimulate students language learning.
Even though 5 student teachers thought that using games in the
English language classroom was not beneficial, 20 student teachers
found Facebook games motivating and effective in English language
teaching and learning.
This is an exploratory study. So, our results can not be generalized.
However, these results can provide a platform for other studies and
can encourage language teachers to use Facebook games for games-based
learning.
Further research is needed, a research design that includes a control
group and an experimental group might provide a more complete
picture about using Facebook games in the English language
classroom.
25. References
Foreman, J. (2003). Next generation educational technology
versus lecture. Educause Review, July/August, 12 – 22.
Pagnucci, G. (2014). Assignments.
http://www.english.iup.edu/pagnucci/courses/808/
assignmentdeadlines/assignments-2014fall.htm
Martinson, B. & Chu, S. (2008). Impact of learning style on
achievement when using course content delivered via a game-based
learning object. In Ferdig, R. E. (ed.). Handbook of
research on effective electronic gaming in education (pp. 478 –
488). Pennsylvania: IGI Global.