Gaming the
system
Edutainment , playful
learning, and
gamifying ESL
education
Education of Educators
ď‚´Educate the community on real learning and
playing assimilation.
ď‚´ What entertainment is not
ď‚´ Why it is valuable
ď‚´ Goals of an effective play learning plan
ď‚´ Keeping it simple
ď‚´ Historical perspective
ď‚´ Evidence of play as learning
What it is Not!
ď‚´ Its is not a simple reward system
ď‚´ not a motivation only method
ď‚´ Not a passive learning model
ď‚´Content based, skills based, practicum
ď‚´Active, joy oriented, empowering mode of
learning
It is actually
Entertainment Has Value
ď‚´ Reward system
ď‚´ Responsible for
ď‚´ Incentive salience like
desires and wants
ď‚´ Pleasure or hedonic value
ď‚´ Positive reinforcement
ď‚´ Motivation
ď‚´ Foster and sustain
ď‚´ Methods and Tactics
ď‚´ Passive Learning Model
ď‚´ Wrong Dynamics
ď‚´ Education = bitter medicine
vs Entertainment=fun stuff
ď‚´ Learners are
recipients of
knowledge
Basic premise: Play and learning
can be successfully integrated
ď‚´ Success signs
ď‚´ Content based & skills based
ď‚´ Active & joy oriented
ď‚´ Empowering mode of learning
ď‚´ Examples
 Children’s museum and science museums
ď‚´ Field trips
ď‚´ School projects
ď‚´ Thematic lessons
Condensed Experience
ď‚´Distilled teaching
ď‚´Miniaturize bulky assignments into one activity
ď‚´Simplify the experience into essential components
ď‚´lesson component
ď‚´Enjoyable component
ď‚´ A dynamic rewards system
ď‚´ A lasting motivation
ď‚´ Students participate in their learning
Multiple applications
Focused Purpose
ď‚´Examples of focus
ď‚´ Content based application of skills in practice
ď‚´ Embrace hedonistic form of learning
ď‚´Basic premise: Play and learning are more
effective together
ď‚´Provide a balanced mission statement
ď‚´Share the outline of specific academic goals
ď‚´ Constantly!
Not New
ď‚´Evidence in all societies
ď‚´ stories
ď‚´ Playground games
ď‚´ Songs
ď‚´ Nursery rhymes
ď‚´Modern day evidence
ď‚´ Audio and video
ď‚´ Film and television
ď‚´ Video Games
ď‚´ Radio
ď‚´ Toys
Fundamental differences
ď‚´Classical education movement
ď‚´ Grammar, Logic, Rhetoric
ď‚´ Rote learning
ď‚´ Small to big (i.e.
numbers>counting>addition/subtraction>multiplication/division>etc.)
ď‚´ Big to small (i.e. Universe>
planets>Earth>ecosystems>animals>jungles>etc.)
ď‚´Personal experience
ď‚´ Flexibility above all
ď‚´Alternative learning techniques
ď‚´Meaningful learning
ď‚´Associative learning
ď‚´Active learning
Condensed Practicum
Experience
ď‚´ Regardless of test scores
ď‚´ Legitimate role play
ď‚´ Always return to the
mission statement
ď‚´ Explain the outline
ď‚´ But aim for specific academic
goals
ď‚´Teaching to the test is not
a crime

Gaming the system

  • 1.
    Gaming the system Edutainment ,playful learning, and gamifying ESL education
  • 2.
    Education of Educators ď‚´Educatethe community on real learning and playing assimilation. ď‚´ What entertainment is not ď‚´ Why it is valuable ď‚´ Goals of an effective play learning plan ď‚´ Keeping it simple ď‚´ Historical perspective ď‚´ Evidence of play as learning
  • 3.
    What it isNot! ď‚´ Its is not a simple reward system ď‚´ not a motivation only method ď‚´ Not a passive learning model ď‚´Content based, skills based, practicum ď‚´Active, joy oriented, empowering mode of learning It is actually
  • 4.
    Entertainment Has Value ď‚´Reward system ď‚´ Responsible for ď‚´ Incentive salience like desires and wants ď‚´ Pleasure or hedonic value ď‚´ Positive reinforcement ď‚´ Motivation ď‚´ Foster and sustain ď‚´ Methods and Tactics ď‚´ Passive Learning Model ď‚´ Wrong Dynamics ď‚´ Education = bitter medicine vs Entertainment=fun stuff ď‚´ Learners are recipients of knowledge
  • 5.
    Basic premise: Playand learning can be successfully integrated  Success signs  Content based & skills based  Active & joy oriented  Empowering mode of learning  Examples  Children’s museum and science museums  Field trips  School projects  Thematic lessons
  • 6.
    Condensed Experience ď‚´Distilled teaching ď‚´Miniaturizebulky assignments into one activity ď‚´Simplify the experience into essential components ď‚´lesson component ď‚´Enjoyable component ď‚´ A dynamic rewards system ď‚´ A lasting motivation ď‚´ Students participate in their learning Multiple applications
  • 7.
    Focused Purpose ď‚´Examples offocus ď‚´ Content based application of skills in practice ď‚´ Embrace hedonistic form of learning ď‚´Basic premise: Play and learning are more effective together ď‚´Provide a balanced mission statement ď‚´Share the outline of specific academic goals ď‚´ Constantly!
  • 8.
    Not New ď‚´Evidence inall societies ď‚´ stories ď‚´ Playground games ď‚´ Songs ď‚´ Nursery rhymes ď‚´Modern day evidence ď‚´ Audio and video ď‚´ Film and television ď‚´ Video Games ď‚´ Radio ď‚´ Toys
  • 9.
    Fundamental differences ď‚´Classical educationmovement ď‚´ Grammar, Logic, Rhetoric ď‚´ Rote learning ď‚´ Small to big (i.e. numbers>counting>addition/subtraction>multiplication/division>etc.) ď‚´ Big to small (i.e. Universe> planets>Earth>ecosystems>animals>jungles>etc.) ď‚´Personal experience ď‚´ Flexibility above all ď‚´Alternative learning techniques ď‚´Meaningful learning ď‚´Associative learning ď‚´Active learning
  • 10.
    Condensed Practicum Experience ď‚´ Regardlessof test scores ď‚´ Legitimate role play ď‚´ Always return to the mission statement ď‚´ Explain the outline ď‚´ But aim for specific academic goals ď‚´Teaching to the test is not a crime