Dr Sapna Dileesh Head of Foundation Oman Dental College Let’s play – Gamification in an ESL Classroom
Do you have a favourite game? Could you share what's your favourite game and why
How often do you include games in your classroom? Put in likert scale – Never sometimes always 1-5 3 sometimes
Why do you think games are good for English Language Learners? Insert qstn on mentimeter
Presentation Objectives Identify the principle characteristics of gamification Discuss some of the edtech tools that are available to gamify the ESL classroom Discuss how gamification principles can be integrated into our ESL classrooms
W hat is Gamification? Gamification is the use of game design elements in non-game contexts.
T hings to consider Assess the student needs prior to deciding on your method of gamification. What are your objectives as a teacher from the activity.
W hy are games so addictive? Motivation Intrinsic Natural inclination towards Assimilation Mastery Spontaneous interest Exploration Extrinsic Driven by external rewards Money Grades Awards
Gamification Activities Need to be student- centred Meaningful gamification is the integration of user- centred game design elements into non-game contexts (Nicholson, 2012).
Importance of Flow
Edtech tools available
Kahoot Pros S hared experience Many publicly created games available S tudents are likely to be familiar with it Reviewing concepts Cons T he speed of a traditional Kahoot! Copying of answers Must pay for advacnced features
Kahoot
Quizizz Pros It is student-paced Student progress dashboard Home work mode Using memes Add audio to t he questions Power ups Cons S tudents answering different questions, so loss of excitement Not able to isolate one piece of content for review and dicussion
Quizlet Live Pros Teamwork and communication Flashcard sets A new game every time Cons You need at least six students
Gimkit Pros New game mechanics Backstory Quizlet integration Cons Pricing structure Limited searchable gallery
Bamboozle Pros Students don't need their own device to play Teachers can create games to fit their needs Cons Busy quiz and question presentation can feel overwhelming F ilters for browsing not helpful
Padlet Pros Easy set up for teachers Easy access for students Posts are automatically saved Shareable Shows real time updates Lot of useful functions – privacy settings, comments, stars, grading etc Cons Must pay for advanced features – only 3 walls available for free No way to regulate what students post Privacy varies due to everyone’s posts being visible
Mentimeter Pros Give students a voice - inclusion Easy interface to create quizzes, slides and polls Provide instant feedback Give students opportunities to ask questions Anonymity Create word clouds Brainstorming Cons WIFI-connected device needed Not all students may contribute Inability to retrieve or edit the responses
T hinglink Pros Useful to learn and review vocabulary Very simple to use Cons D esigning activities can take time
T hinglink
Why do you think games are good for English Language Learners? Improves student engagement Reinforces learning Safe environment to experiment without the fear of failure – mistake driven learning Makes learning fun and interactive Improves knowledge absorption and retention Sparks friendly competition
Why do you think games are good for English Language Learners? Builds community Makes us better educators Students receive feedback on their progress Feedback keeps the students engaged and motivated Students love it!
Some disadvantages Overstimulation or game play addiction Can be a source of distraction Requires technology learning curve May take time to design and develop May not always be aligned to teaching or learning objectives May not meet the learning needs of all students Access to computer/devices and internet May replace other learning activities like hands on activities