1. GAMES
Let’s learn/teach with games
2013-2015
Comenius & eTwinning Project
Lycée Giraux Sannier
Marie-Hélène Fasquel
December 1, 2014 – LPM.
2. Biography
Language and Literature teacher, Lycée
International Ile de Nantes, American OIB,
Formerly ESL teacher at Lycée Giraux Sannier,
ICT trainer,
eTwinning ambassador,
Microsoft Expert Educator (2014 and 2015,
International Innovation Prize in 2014, UNESCO
National Innovation Prize, 2013),
Writer (Ellipses & Hatier, author &
co-author)
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3. Birth of the project
Meeting students’ needs
• Having their work and efforts recognized,
• Studying in an innovative and creative way
• Having fun and enjoying the course.
Meeting the teacher’s needs
• Engaging students (weak/shy/disengaged),
• Promoting self confidence, creativity,
imagination, resilience (disengaged st.),
• Bringing out the students’ various talents
(whatever they are: music, dancing,
drawing, writing, …)
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4. Main objectives
Combining 4 major motivation factors
ICT collaboration, content creation,
online publishing – sharing one’s work
fun and engaging activities – not being
aware of the efforts made
Opening onto the international
authentic communication / engagement
Draws/competitions, excellence certificates
and prizes
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5. The project’s objectives
Motivation
nurturing creativity
(games and engaging activities),
sharing online,
Task-based approach,
Improving one’s command of English,
Communicating.
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6. 2 ongoing projects
Online curation on Scoop.it!
2 ongoing experimentations (2013-15)
Gamification: learning while producing
games for one’s partners (Comenius
Project)
Gamification curation
flipped classroom curation
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7. An engaging approach
Project-based approach
To make games, you need to master the topic
Students want to do well – everything is published online
pride in their work/in the outcomes
They share and help others learn
The constant goal = engaging students, helping them
improve their command of English, learn about different
cultures, new technologies – 21st century skills
Playing the partners’ games to learn
Communicating directly in English, only common language
of the 7 different partner countries-- authenticity
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8. Gamification
Games are very useful to teach as…
• They are interactive,
• fun,
• The student has a problem 8
to solve,
• He/she can win and actually plays/works
without realizing it! (Perfect for disengaged
students )
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9. Games
A few examples:
Who am I?
e-book
New technologies
Link
Padlet
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10. Online tools & websites
creating games
Spelling city
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Classtools
Quizlet
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14. Any questions?
Have you tried to gamify your classes?
Let’s share other ideas to help our students
improve and engage!
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Our pad
What about you?
15. Competitions
diploma generator
Best works
Certificate
Gift
Handed out by the school’s headmaster
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16. Engaging & meaningful
topics
For instance: the fight for the
environment, a real issue and a real
goal (changing the world, first step…)
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17. Outcomes/Conclusion
For the students:
• Pleasure to study,
• More personal work
• MOTIVATION
For the teachers:
• Students tended to improve
• More ambition on their part (published works)
• Student-created content (new role)
Difficulties:
• A lot of energy and work is needed to set up a Comenius
project
• Differences in availability (international project, different
holiday dates, different types of lessons, different school
systems)
• Destabilization of some students at the beginning of the
project 17
18. What about you?
Any questions?
Any feedback?
Any other useful websites to gamify
our classrooms?
Our pad
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19. International community
The program Partners in Learning (PiL) allows
educators to
Join a worldwide community of dedicated and
innovative teachers &
Get free training (tutorials,webinars,
resources).
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20. International community
• My latest learning activity
• Documents
• Feel free to contact me, to join the community
(I will invite you), to work together or to ask
further questions!
• Write your information (name/email address)
on our Pad please?
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21. Contact -- References
Feel free to contact me!
mhfasquel@gmail.com
On Twitter: @mariehel2
Slideshare
My files on Slideshare.
blog
On Facebook, LinkedIn &
Google+, eTwinning: Marie-Hélène Fasquel
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24. References
Contrôle continu
terminale, Anglais,
Ellipses,
September 2014,
Coordonné par Joël
Cascade.
Extract
Contents.
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25. Thank you very much for your
attention and participation!
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Editor's Notes
Numérique – entrer dans le monde des élèves mais aussi dépasser leurs usages du numérique leur faire découvrir des outils nouveaux, leur permettre d’approfondir ce sujet.
Décrite par Vallerand et Thill en 1993 comme composée de 4 phases – le déclenchement (créer la curiosité) – l’orientation (guider les élèves dans une voie) – l’intensité (favoriser un certain degré d’implication) – la persévérance (permettre à l’élève de continuer en dehors de la présence en classe).
Écoute /collaboration / partage – écrire pour être lu / pour engager la communication – pas seulement avec partenaires étrangers mais aussi au sein de la classe.