More Related Content Similar to Gamification in ELT for ORTESOL 2013 (20) Gamification in ELT for ORTESOL 20131. 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. Agenda
Brief intro to gamification
What is it?
Game mechanics
Try it yourself – stations; classroom
applications
Debrief
© 2013 D. Healey, dhealey@uoregon.edu
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. 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. 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. 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. Why do we care?
Demographics
Digital natives
Engagement
Extrinsic => intrinsic motivation
It’s our world
© 2013 D. Healey, dhealey@uoregon.edu
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. 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. 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. 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. Try it - stations
Explanation – see the handout
© 2013 D. Healey, dhealey@uoregon.edu
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