Another guest post from writer Leon Collier. Here he talks about gamification in the classroom. Check it out!
The traditional approaches to teaching often cause teachers to struggle to motivate learners and attract their attention. Some children are appreciating their exposure to the world of mobiles, and video games because they feel that traditional methods are for fundamentally passive learners.
With digitization, you can use gamification to transform literacy instruction and the classroom environment into a game using collaboration, play, and creativity. There are various ways to incorporate gaming into your English lessons to promote learners’ engagement and understanding.
Use Digital Games
Since online learning is the new norm, you can incorporate digital games to encourage learners to participate by answering questions. Learners love playing games such as Quizlet Live, Quizizz, and Kahoot. Use such platforms for free gaming to set multiple choice questions and allow players to use their devices to answer them.
Choosing from different games found in the game sites or creating questions based on specific questions can also bear fruits. Use such questionnaires as quizzes, exit tickets, or pre-assessments to track the learners’ progress. Digital games can allow you to move to a larger classroom game or a quest.
The benefits of playing digital games during English lessons include:
Controlled competitiveness. Learners become competitive in the class and can support each other during learning.
More motivation. By playing digital games, learners pay attention and get motivated to learn.
Peer positivity. Playing digital games during an English lesson creates a sense of positivity during the lesson and helps learners to develop a positive learning attitude.
Introduce Badges for Achievements
Achievement of learning goals and badges requires students to practice more and explore lesson outcomes. Use non-competitive ways to allow them to explore their interests and work towards accomplishing the desired goals.
Learners can get achievements for reaching particular levels, reading several books or articles, trying new skills, or demonstrating skills such as creativity or collaboration. For students to earn badges, they have to complete different tasks and demonstrate their mastery of the English language.
For instance, a “best reader badge” may require learners to go through some peer-reviewed reading materials, each containing major improvements or changes. You can use badges to differentiate the skill level of learners and encourage engagement and participation.
Learners who get a foundational badge in English language basics can move to more advanced options. Advanced learners can look forward to further achievements or badges that can represent their level of knowledge.
Offering time-specific events around the curriculum can enable your learners to get experience points and badges for achievements. Tie the special events to learning stations, makeup homework, or content reviews to make them relevant.
You can provide optional activities like community or school arts performances, live webinars, or museum demonstrations. The idea is to tie the event directly to the English curriculum to help the students meet their learning goals. The experience points or badges should be part of the special events.
Gamification through special events enables learners to cement their skills and experience real-world applications. It can also let you receive immediate feedback from the learners, track their progress, and design measures to improve performance.
Develop a Quest
A quest refers to a purposeful representation of the learning outcomes you want to achieve. Allow your students to participate in trivia games or adventure quests that are connected to the English curriculum.
During such games or events, learners who answer questions correctly earn points and the winner gets a prize. You can also post additional questions on digital platforms based on the current events to encourage the learners to get additional points.
Quests can be independent activities or projects for higher achievers, aimed at motivating other learners to participate. You can also use apps to develop digital games such as scavenger hunts, letting the students search for answers online concerned a particular topic.
A leaderboard is a visualization approach that is concerned with ranking students according to the points they earn. You can make a game for a group consisting of students and achievers who are ready to earn reward points, starting with points and levels.
Every correct answer earns the student a small cardboard with a relevant picture on it, depending on the name of the game. After the lesson, calculate the number of points earned by each participant on the leaderboard.
Some students will be at the top and others at the bottom of the board and this is the basis of ranking. Leadership is segmented according to the type of the game and those at the bottom know that it is hard to defeat the leaders. You can incorporate leadership in English lessons to encourage engagement and participation and motivate learners.
Use Old-School Games
Old-school games such as dice games, bingo, scrabble and connect four are still relevant in modern teaching. Put difficult words on game cards and test your students’ ability to match those words after getting the definitions.
You can make the games more effective by allowing learners to work in groups to make learning more fun and engaging. The students can play games by spelling answers to questions based on the specific content.
For remote learners, use a scavenger hunt by giving them a list of items to find and ask them to share during virtual meetings. In hybrid setups put the learners in teams using special apps to develop digital scavengers by allowing them to create digital content on a particular topic.
Playing content-specific old-school games can boost the learners’ memory because they must remember details about a given topic as they play. Such games can also increase class cooperation as they are used as exercises for team building.
The key to achieving teaching and learning goals is to make learning interesting and encourage learner engagement. Gamifying English lessons is a great way to achieve goals by providing differentiation opportunities for the learners. Start by implementing simple gamification strategies, monitor the learners’ progress, and see how best you can incorporate additional mechanisms. With the right ways of gamification, learning will be fun and it will be easier to achieve learning goals.
Leon Collier is an experienced blogger and academic writer from the UK working for essay writing websites and is known for his help writing college papers for students in universities. He’s always keen to do something out of the box and surprise his readers with well-researched writing and high-quality editing. His hobbies include playing tabletop games and reading history books. You can contact him via Twitter @LeonCollier12.