This document discusses gamifying the language classroom. It defines gamification as applying game elements like points and competition to other activities. The document provides examples of gamification in language teaching, such as using missions, badges, and experience points instead of grades. It also discusses using leaderboards and achievements for classroom management. Both benefits and criticisms of gamification are presented. Motivation research suggests extrinsic rewards can work if internalized, and games intrinsically motivate through autonomy, competence and relatedness. Overall gamification can make dull tasks more fun, but rewards should be for goals not just participation.
The gaming industry is huge, and it can keep its audience consumed for hours, days and even weeks. Presentation shows how it all started, some best and worst practices and main principles of gamification.
Jeremiah Grabowski, instructional designer at the SUNY University at Buffalo, presents "gamification in the classroom" • To Identify the principle characteristics of games and gamification, and
• Discuss how gamification principles can be integrated into education
The gaming industry is huge, and it can keep its audience consumed for hours, days and even weeks. Presentation shows how it all started, some best and worst practices and main principles of gamification.
Jeremiah Grabowski, instructional designer at the SUNY University at Buffalo, presents "gamification in the classroom" • To Identify the principle characteristics of games and gamification, and
• Discuss how gamification principles can be integrated into education
Introduction to Gamification VS. Game-Based Learning (GBL) - Make An Engaging...Sherry Jones
September 17, 2013 - My Training Presentation prepared for educators at Colorado Community College System (CCCS).
Access this Slideshow: http://bit.ly/gamifyvsgbl
Questions or Comments? Contact me:
sherryjones.edtech@gmail.com
http://www.twitter.com/autnes
Engaging Kids in Learning: game based learning and gamification in education Pierre Le Lann
Talk at Digital Kids Edu about engaging kids in learning using various forms of games: open ended play, game based learning and gamification
By Pierre Le Lann Co General Manager and Co founder, Tribal Nova, a Houghton Mifflin Harcourt company
Games in the EFL Classroom is the title of the very new Professional Development course available on the Reach2Share moodle site at https://reach2share.com/
View the list of available courses here https://reach2share.com/course/index.php
This presentation was used in the live webinar conference held on 2019 07 14 and the video will soon be on YouTube.
Image attribution is available on the last slide.
Slide theme from https://www.slidescarnival.com/
Games can be a motivating way of teaching English, but are they always useful? In this workshop, we'll look at reasons for using games and examine how to match objectives with fun so that our students can be engaged, successful learners. We'll also take a look at some example classroom games and analyze which ones would be best to use in your classroom!
Gamification vs. Game-Based Learning - Theories, Methods, and ControversiesSherry Jones
My presentation for October 25, 2013 - Metro State University of Denver (MSUD) Symposium for Teaching and Learning with Technology Conference 2013. Access Conference Schedule here: https://metroteachingwithtechday.pbworks.com/w/page/69613174/2013%20Schedule
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.
Introduction to Gamification VS. Game-Based Learning (GBL) - Make An Engaging...Sherry Jones
September 17, 2013 - My Training Presentation prepared for educators at Colorado Community College System (CCCS).
Access this Slideshow: http://bit.ly/gamifyvsgbl
Questions or Comments? Contact me:
sherryjones.edtech@gmail.com
http://www.twitter.com/autnes
Engaging Kids in Learning: game based learning and gamification in education Pierre Le Lann
Talk at Digital Kids Edu about engaging kids in learning using various forms of games: open ended play, game based learning and gamification
By Pierre Le Lann Co General Manager and Co founder, Tribal Nova, a Houghton Mifflin Harcourt company
Games in the EFL Classroom is the title of the very new Professional Development course available on the Reach2Share moodle site at https://reach2share.com/
View the list of available courses here https://reach2share.com/course/index.php
This presentation was used in the live webinar conference held on 2019 07 14 and the video will soon be on YouTube.
Image attribution is available on the last slide.
Slide theme from https://www.slidescarnival.com/
Games can be a motivating way of teaching English, but are they always useful? In this workshop, we'll look at reasons for using games and examine how to match objectives with fun so that our students can be engaged, successful learners. We'll also take a look at some example classroom games and analyze which ones would be best to use in your classroom!
Gamification vs. Game-Based Learning - Theories, Methods, and ControversiesSherry Jones
My presentation for October 25, 2013 - Metro State University of Denver (MSUD) Symposium for Teaching and Learning with Technology Conference 2013. Access Conference Schedule here: https://metroteachingwithtechday.pbworks.com/w/page/69613174/2013%20Schedule
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.
Presentation from the Brisbane Gamification Meetup held in July, 2013. In this presentation we introduce the concept of gamification and then dissect the well-designed, gamified app - Duolingo
Sign up to my gamification newsletter for a weekly does of gamification news: http://gamificationweekly.com
This is a power point presentation that was presented at a community college Teaching and Learning with Technology conference. Since gamification of classes is the "new thing" this really showed how to do it "on the cheap"
Presentation delivered by Daniel Livingstone, Glasgow School of Art at the Still Game to Learn event organised by College Development Network, 9th December, 2016.
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.
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Palestine last event orientationfvgnh .pptxRaedMohamed3
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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.
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1. Gamifying the Language Classroom
Graham Stanley
blogefl@gmail.com
http://blog-efl.blogspot.com
7th
Virtual Round Table, April 27th
2014 http://bit.ly/1mMHshB
8. What is Gamification
the application of typical elements of game
playing (e.g., point scoring, competition with
others, rules of play) to other areas of activity
gamification usually encourages behaviour
with instant, positive feedback
https://www.flickr.com/photos/lalie_mslee
10. So, what is new?
http://www.theoryoffun.com/
http://artofgamedesign.com/
11. What Gamification can you do
in the Language Classroom?
“Instead of bookwork, homework and tasks” set “missions, quests and
challenges...instead of grades” give “points and badges” Shelly Terrell (2014)
http://www.slideshare.net/ShellTerrell/gamifying-learning
By the “changing of what may seem a dull learning exercise into something
which seems fun instead because it can be played" and provide students with
the "illusion of game play...by adding game elements, dynamics and mechanics
to the learning activity.Karenne Sylvester (2014)
http://blog-efl.blogspot.com/2014/04/iatefl-harrogate-online-karenne.html
Introduce levels to your classroom and use “achievements for classroom
management situations, such as everyone completing homework assignments
on time or full class attendance for a lesson. Successfully earning an
achievement results in gaining a ‘level’ and repeating the same achievement will
mean ‘levelling up’.” Dave Dodgeson (2012)
http://www.davedodgson.com/2012/09/taking-classroom-management-to-next.html
Introduce “experience points (XP)...in place of...a grading system”
James York (2012)
http://www.digitalplay.info/blog/2012/02/24/gaming-the-efl-classroom/
18. Results
Few of the learners (12-13 years-old) liked
reading books (Q4) or writing extended
texts (Q7). Speaking for an extended time
(Q11 & Q12) was also disliked by most of
the class.
The learners also perceived reading
books (Q4), producing long pieces of
written work (Q7) and speaking for an
extended time (Q11 & Q12) as being very
difficult to do.
21. Leaderboards
It's common for participants at
lower levels in a leaderboard to
become demotivated – this
happened and can be seen left.
5 out of the 13 learners started
to feel that writing a lot didn't
really matter and that they could
not catch up to the others.
I tried to help counter this by
making more than one way of
'winning' the game. To some
extent, adding 'Achievement'
badges helped do this and
those learners who had lost
interest started to participate
with enthusiasm again.
Towards the end of term
though, the same learners, and
one more (Marina) has started
to lose interest again, so I did
not continue the speed-writing in
the second term.
24. Using the IWB to
support gamification in
order to enhance writing
fluency in the second
language classroom
2014
25. https://www.flickr.com/photos/centralasian/8218050435/in/photostream
http://www.bogost.com/blog/gamification_is_bullshit.shtml
The Case Against
“Gamification is marketing bullshit, invented by consultants
as a means to capture the wild, coveted beast that is
videogames and to domesticate it for use in the grey,
hopeless wasteland of big business, where bullshit already
reigns anyway.”
“Game developers and players have critiqued gamification
on the grounds that it gets games wrong, mistaking
incidental properties like points and levels for primary
features like interactions with behavioral complexity. “
Ian Bogost (2011)
“With most gamified systems and processes the feedback is provided in the form of a simple,
superficial layer of points, badges and other rewards that are not contextually integral to
the activity itself..”
“Over the short term this approach may lead to measurable outcomes as students make an
effort to perform better in order to achieve better results, or more attendance points. The
unintended consequence of this is that it frames learning as being an action of
accumulation...the age-old carrot and stick metaphor in which learners are conditioned to
act and behave in certain ways...which externalizes motivation through the promise of
extrinsic reward.” Paul Driver (2012)
http://digitaldebris.info/2011/12/31/the-irony-of-gamification-written-for-ied-magazine.html
26. Motivation & teenagers
In the classroom, when an activity is not intrinsically
motivating as a video game is, other strategies are
necessary.
In an ideal world, inborn curiosity would be enough to
make all learners eager to learn (Dornyei, 2001) and
the classroom would be a constant source of intrinsic
pleasure.
However, this is usually far from the reality a teacher,
in particular a teacher of teenagers, finds in the
classroom.
27. Extrinsic Motivation
Early research indicates that extrinsic rewards were to
be avoided because they undermine intrinsic interest
This overly simplistic view has now been modified with
researchers believing that extrinsic motives which have
been 'sufficiently internalised' are now seen being
complimentary to intrinsic interest.
What does seem important to avoid is rewarding
learners to simply participating in an activity rather than
for achieving specific goals.
(Dorneyei, 2001)
28. Extrinsic Motivation
Early research indicates that extrinsic rewards were to
be avoided because they undermine intrinsic interest
This overly simplistic view has now been modified with
researchers believing that extrinsic motives which
have been 'sufficiently internalised' are now seen
being complimentary to intrinsic interest.
What does seem important to avoid is rewarding
learners to simply participating in an activity rather
than for achieving specific goals.
(Dorneyei, 2001)
29. Motivation and games
Games are primarily motivating when players
experience large degrees of autonomy,
competence and relatedness when playing.
Ryan, Rigby & Przybylski (2006)
Final words
Gamification has much to offer the teacher when it
comes to using extrinsic motivators, especially when
used to make something that usually isn't fun into
something that is fun.
30. Further Reading: Gamification & ELT
Gamifying ELT http://gamifyingelt.wordpress.com/
Digital Play blog (Gamification) http://www.digitalplay.info/blog/?s=gamification
Gamification in TESOL (Facebook group)
https://www.facebook.com/groups/Gamification.in.TESOL/
'Gamification and language learning', ELTJam:
http://www.eltjam.com/its-in-the-game-gamification-and-language-learning-pt-1-of-2
Driver (2012) 'The Irony of Gamification'
http://digitaldebris.info/2011/12/31/the-irony-of-gamification-written-for-ied-magazine.html
Stanley (Bloomsbury Academic, 2014) 'Using the IWB to support gamification in order to
enhance writing in the secondary language class ' in Cutrim Schmidt & Whyte Teaching
Languages with Technology: Communicative Approaches to Interactive Whiteboard Use
York (2012) 'English Quest' Modern English Teacher, Vol.21 No.4
31. Further Reading: Gamification & ELT
Gamifying ELT http://gamifyingelt.wordpress.com/
Digital Play blog (Gamification) http://www.digitalplay.info/blog/?s=gamification
Gamification in TESOL (Facebook group)
https://www.facebook.com/groups/Gamification.in.TESOL/
'Gamification and language learning', ELTJam:
http://www.eltjam.com/its-in-the-game-gamification-and-language-learning-pt-1-of-2
Driver (2012) 'The Irony of Gamification'
http://digitaldebris.info/2011/12/31/the-irony-of-gamification-written-for-ied-magazine.html
Mozuku (blog) Gamification & ELT http://mozuku.edublogs.org/category/gamification/
Stanley (Bloomsbury Academic, 2014) 'Using the IWB to support gamification in order to
enhance writing in the secondary language class ' in Cutrim Schmidt & Whyte Teaching
Languages with Technology: Communicative Approaches to Interactive Whiteboard Use
York (2012) 'English Quest' Modern English Teacher, Vol.21 No.4
32. Further Reading: Gamification
Kapp (2012) The Gamification of Learning and Instruction: Game-based methods and
strategies for training and education
Marczewski (2012) Gamification: A Simple Introduction & A Bit More
Sheldon (Cengage, 2012) The Multiplayer Classroom: Designing coursework as a Game
Werbach & Hunter (Wharton Digital Press, 2012) For the win
Zichermann & Cunningham (O'Reilly, 2011) Gamification by Design
33. 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
34. 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!
35. 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!
36. Further Reading: Motivation
Deci & Ryan (Plenum, 1985) Intrinsic motivation and self determination in human
behavior
Dörnyei, Z. (CUP, 2001) Motivational Strategies in the Language Classroom
Dörnyei, Z. (Longman, 2001) Teaching and Researching Motivation
Rigby & Ryan (Praeger, 2011) Glued to games: how video games draw us in and hold us
spellbound
Ryan, Rigby & Przybylski (2006) 'The motivational pull of video games: A self-
determination theory approach' Motivation and Emotion, 30, 347-364