This document discusses using gamification and digital play in English language teaching. It provides links to resources on using computer games, gamification, and digital tools to engage language learners. Specific examples discussed include using digital games and gamification to practice speaking, writing, vocabulary, and grammar. Benefits mentioned are that digital games can motivate learners and encourage more language production than traditional methods.
Droppy: Promoting Speaking with an Online GameGraham Stanley
Screenshots from the online game, Droppy. Activity is designed to promote speaking in the language classroom.
See http://www.digitalplay.info/blog for lesson plan
Presentation given at FLA7. Montevideo on the 11th October 2014:
Foro de Lenguas de ANEP que se realizará los días 10 y 11 de octubre de 2014 en el Instituto de Perfeccionamiento y Estudios Superiores del CFE-ANEP (IPES, Asilo 3255, Montevideo).
http://www.politicaslinguisticas.edu.uy/
Killer bunnies and the quest for the magic carrot: gamification and ELTGraham Stanley
Can gamification be used effectively in language teaching? Or is it just another passing fad? Although at first glance, the 'adding of game elements to non-game contexts' using points, badges, and leader-boards, etc. seems to be an attractive proposition for teachers, there is more to gamification than first meets the eye.
Droppy: Promoting Speaking with an Online GameGraham Stanley
Screenshots from the online game, Droppy. Activity is designed to promote speaking in the language classroom.
See http://www.digitalplay.info/blog for lesson plan
Presentation given at FLA7. Montevideo on the 11th October 2014:
Foro de Lenguas de ANEP que se realizará los días 10 y 11 de octubre de 2014 en el Instituto de Perfeccionamiento y Estudios Superiores del CFE-ANEP (IPES, Asilo 3255, Montevideo).
http://www.politicaslinguisticas.edu.uy/
Killer bunnies and the quest for the magic carrot: gamification and ELTGraham Stanley
Can gamification be used effectively in language teaching? Or is it just another passing fad? Although at first glance, the 'adding of game elements to non-game contexts' using points, badges, and leader-boards, etc. seems to be an attractive proposition for teachers, there is more to gamification than first meets the eye.
Gamification in ELT: Magic Bullet or Broken Sword?Graham Stanley
IATEFL LTSIG & TESOL CALL IS 2nd Web Conference - June 14th 2014
Can gamification be used effectively in language teaching? Or is it just another passing fad? Although at first glance, the 'adding of game elements to non-game contexts' using points, badges, and leader-boards, etc. seems to be an attractive proposition for teachers, there is more to gamification than first meets the eye. In this session we'll look at the meaning of fun and games, examine play and players and explore how different game elements might be used in the classroom and for what purpose.
Hundreds of flashcard sets. Printable. Just click "Print" under the set. Also, send students there to play games. Get them all here -
http://eflclassroom.com/store/products/flashcards-galore/
Activities suggested for teaching English. Enjoy! Support our community at EFL Classroom 2.0 - where this came from.
Gamification in ELT: Magic Bullet or Broken Sword?Graham Stanley
IATEFL LTSIG & TESOL CALL IS 2nd Web Conference - June 14th 2014
Can gamification be used effectively in language teaching? Or is it just another passing fad? Although at first glance, the 'adding of game elements to non-game contexts' using points, badges, and leader-boards, etc. seems to be an attractive proposition for teachers, there is more to gamification than first meets the eye. In this session we'll look at the meaning of fun and games, examine play and players and explore how different game elements might be used in the classroom and for what purpose.
Hundreds of flashcard sets. Printable. Just click "Print" under the set. Also, send students there to play games. Get them all here -
http://eflclassroom.com/store/products/flashcards-galore/
Activities suggested for teaching English. Enjoy! Support our community at EFL Classroom 2.0 - where this came from.
Interactive Fiction and Game Design Using Inform7Douglas Kiang
Designing a good game involves sketching and storyboarding, storytelling and testing. Inform7 is a free tool that allows kids to create text-based adventure games using a programming language that is easy to learn and understand. Discover how we used Inform7 with fourth graders and high schoolers, implementing a game design framework modeled after the real world, to engage them in a rich design process that promoted deep learning and understanding.
How can we use games in the classroom? Don't use them because they're "cool with the kids" (that's a recipe for chocolate coated brocolli), instead used them because they're sophisticated, challenging digital simulations.
Making Educational Connections
This presentation/Proposal represents many of the technology tools that I have learned in my LIBS 602 class. I really wanted to show that there needs to be a connection and/or collaboration between librarians and teachers. This collaboration will increase the success of our students and allow the lessons to be more meaningful to both the teachers and the students. The presentation discusses ways that the new tools can be used within the classroom allowing for the adherence to the Virginia SOL guidelines.
Webinar given to launch the IATEFL LTSIG Monthly series on 25th July 2020. Storytelling ideas for language teaching online. The pre-task for the webinar is in the notes and here: https://ltsig.iatefl.org/ltsig-monthly
Interactive storytelling games (July 2020)Graham Stanley
Presentation about interactive storytelling games to promote speaking by language learners. Workshop given at the Trendy English games fest on 5th July 20020 - https://trendyenglish.ru/gamefest
Remote Teaching - Engaging students when teaching onlineGraham Stanley
Webinar given for the IATEFL LTSIG Fridays event on 10th April 2020. After a brief introduction to teaching online (remote teaching), the presentation looks at the challenges for keeping students engaged; what CPD is necessary for remote teachers (based on observations/surveys); what makes a good remote teacher; and it ends with a look at using virtual backgrounds in Zoom.
The Roman Empire A Historical Colossus.pdfkaushalkr1407
The Roman Empire, a vast and enduring power, stands as one of history's most remarkable civilizations, leaving an indelible imprint on the world. It emerged from the Roman Republic, transitioning into an imperial powerhouse under the leadership of Augustus Caesar in 27 BCE. This transformation marked the beginning of an era defined by unprecedented territorial expansion, architectural marvels, and profound cultural influence.
The empire's roots lie in the city of Rome, founded, according to legend, by Romulus in 753 BCE. Over centuries, Rome evolved from a small settlement to a formidable republic, characterized by a complex political system with elected officials and checks on power. However, internal strife, class conflicts, and military ambitions paved the way for the end of the Republic. Julius Caesar’s dictatorship and subsequent assassination in 44 BCE created a power vacuum, leading to a civil war. Octavian, later Augustus, emerged victorious, heralding the Roman Empire’s birth.
Under Augustus, the empire experienced the Pax Romana, a 200-year period of relative peace and stability. Augustus reformed the military, established efficient administrative systems, and initiated grand construction projects. The empire's borders expanded, encompassing territories from Britain to Egypt and from Spain to the Euphrates. Roman legions, renowned for their discipline and engineering prowess, secured and maintained these vast territories, building roads, fortifications, and cities that facilitated control and integration.
The Roman Empire’s society was hierarchical, with a rigid class system. At the top were the patricians, wealthy elites who held significant political power. Below them were the plebeians, free citizens with limited political influence, and the vast numbers of slaves who formed the backbone of the economy. The family unit was central, governed by the paterfamilias, the male head who held absolute authority.
Culturally, the Romans were eclectic, absorbing and adapting elements from the civilizations they encountered, particularly the Greeks. Roman art, literature, and philosophy reflected this synthesis, creating a rich cultural tapestry. Latin, the Roman language, became the lingua franca of the Western world, influencing numerous modern languages.
Roman architecture and engineering achievements were monumental. They perfected the arch, vault, and dome, constructing enduring structures like the Colosseum, Pantheon, and aqueducts. These engineering marvels not only showcased Roman ingenuity but also served practical purposes, from public entertainment to water supply.
Unit 8 - Information and Communication Technology (Paper I).pdfThiyagu K
This slides describes the basic concepts of ICT, basics of Email, Emerging Technology and Digital Initiatives in Education. This presentations aligns with the UGC Paper I syllabus.
Introduction to AI for Nonprofits with Tapp NetworkTechSoup
Dive into the world of AI! Experts Jon Hill and Tareq Monaur will guide you through AI's role in enhancing nonprofit websites and basic marketing strategies, making it easy to understand and apply.
Welcome to TechSoup New Member Orientation and Q&A (May 2024).pdfTechSoup
In this webinar you will learn how your organization can access TechSoup's wide variety of product discount and donation programs. From hardware to software, we'll give you a tour of the tools available to help your nonprofit with productivity, collaboration, financial management, donor tracking, security, and more.
Embracing GenAI - A Strategic ImperativePeter Windle
Artificial Intelligence (AI) technologies such as Generative AI, Image Generators and Large Language Models have had a dramatic impact on teaching, learning and assessment over the past 18 months. The most immediate threat AI posed was to Academic Integrity with Higher Education Institutes (HEIs) focusing their efforts on combating the use of GenAI in assessment. Guidelines were developed for staff and students, policies put in place too. Innovative educators have forged paths in the use of Generative AI for teaching, learning and assessments leading to pockets of transformation springing up across HEIs, often with little or no top-down guidance, support or direction.
This Gasta posits a strategic approach to integrating AI into HEIs to prepare staff, students and the curriculum for an evolving world and workplace. We will highlight the advantages of working with these technologies beyond the realm of teaching, learning and assessment by considering prompt engineering skills, industry impact, curriculum changes, and the need for staff upskilling. In contrast, not engaging strategically with Generative AI poses risks, including falling behind peers, missed opportunities and failing to ensure our graduates remain employable. The rapid evolution of AI technologies necessitates a proactive and strategic approach if we are to remain relevant.
Instructions for Submissions thorugh G- Classroom.pptxJheel Barad
This presentation provides a briefing on how to upload submissions and documents in Google Classroom. It was prepared as part of an orientation for new Sainik School in-service teacher trainees. As a training officer, my goal is to ensure that you are comfortable and proficient with this essential tool for managing assignments and fostering student engagement.
4. There are 1 million gamers in UK
Average young person in UK will
spend 10,000 hours gaming by
the age of 21*
*Jane McGonigal - Reality is broken
Why digital games?
5. Beyond Two Souls (2013)
Why digital games?
https://bit.ly/2sqZfoC https://bit.ly/2HeiJBA
16. Adrian Underhill & Jim Scrivener:
http://demandhighelt.wordpress.com
• Are our learners capable of more, much more?
• How can I push my students to upgrade their
language and improve their skills more than they
believed possible?
17. Demand High Speaking
with a digital game
http://pencilkids.com/droppygame.html
http://demandhighelt.wordpress.com/
24. a) Can I have a
volunteer to describe
the first image?
b) Does anyone
have a better
description?
25.
26.
27.
28.
29.
30. Results
“I think it went very well. It’s the kind of lesson you can make last a bit
longer, or cut it short …to your needs. I thought it was very good the way
the lesson was structured. In terms of classroom management, it was very
easy to keep on top of the class because they were engaged not just by the
game itself, but by the first part too. It also encouraged lots of language
from the students. “ – Teacher involved in project
32. 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. www.bubblebox.com/play/adventure/1747.htm
33.
34. Finding and using a walkthrough
http://jayisgames.com/archives/2010/04/hetherdale.php#walkthrough
40. Live listening
The Viridian Room
“Now when you lift the waste-paper basket, you
should see a lighter underneath. Pick it up and then
move to the kitchen and open the fridge again.”
43. “What should we do? Stay in or go out?”
“Shall we listen to some music?”
“What do you want to do now?”
Watch and say
44. Listening/ questioning
“So, the squirrel has stolen your crisps?
What are you going to do now?
Well, why don't you try looking at the
Bookcase to see if there's something
There to help you?”
45. Procedure and practicalities
learner grouping – pairs or groups
use hand-outs – 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
48. learners create islands in groups then teacher scans copies of learners’ drawings
Teacher traces over the scanned drawings using IWB software
Procedure
54. Further Reading: Game-Based Language Learning
Mawer & Stanley (2011) Digital Play
http://www.deltapublishing.co.uk/titles/methodology/digital-play
Reinders (ed.) (Palgrave, 2012) Digital Games in Language Learning and Teaching
Sykes & Reinhardt (Pearson, 2013) Language at Play: Digital Games in Second and Foreign
Language Teaching and Learning
55. Further Reading: Game-Based Learning
Bartle (New Riders, 2004) Designing Virtual Worlds
Gee (Palgrave, 2003) What Digital Games Have to Teach Us About Learning and Literacy
Gee (Routledge, 2004) Situated Language and Learning: A critique of traditional
schooling
Gee (Peter Lang, 2007) Good Video Games + Good Learning: Collected Essays
Gee (Common Ground, 2005) Why video games are good for your soul
Prensky (Paragon House, 2001) Digital game-based learning
Prensky (Paragon House, 2006) Don't Bother Me Mom – I'm Learning!