#CdnELTchat Summary for February 25, 2020
Practical Gamification in the Classroom
Recently, I downloaded a fitness app that tracks my steps, gives me encouragement when I reach my daily goal, rewards me with badges for reaching milestones, and challenges me to beat other participants in my group. Gamifying exercise motivated me to be more active and reach my fitness goals. I was excited to learn how I could do something similar in my classroom.
On February 25, Cindy Leibel (@CindyLeibel) joined us to talk about Practical Gamification in the Classroom. Cindy has been exploring gamification and how to use it effectively in an ELT context since she started teaching EAL over 11 years ago. Thank-you, Cindy, for sharing your gamification expertise with #CdnELTchat!
These are the questions that guided our discussion:
Q1: What does gamification mean?
Q2: What are the benefits of gamification?
Q3: What are the challenges of gamifying? How do we change perceptions that learning shouldn’t be gamified?
Q4: What are elements of gamification that I can easily apply in my classroom?
Q5: What guidelines should we follow to gamify learning in the ELT classroom?
Q6: How can you assess if your gamification is working?
You can read all the tweets from the chat on Wakelet, Practical Gamification in the Classroom.
Here are some of the key takeaways:
- Gamification can mean making minor tweaks to an activity by using the mechanics that make games engaging. It doesn’t require a radical transformation in the way you teach.
- Use research by game developers who know how to motivate players to complete “boring” tasks and apply these principles to our lessons.
- We can introduce some of the more engaging elements of gamification into our teaching without making a big announcement, and just gauge learners’ responses.
- Elements of gamification that we can easily apply in our classrooms include providing choice, making social rules, adding a chance element, providing time constraints, restrictions and scarcity, rewarding achievements, and using challenge to modulate flow.
- Guidelines to consider include increasing one mechanic at a time, using elements that appeal to your teaching style, creating a safe environment, and embedding reflection and self-assessment.
- Ways to assess gamification include evaluation of learning outcomes, assessing student immersion in the task, and gathering student feedback.
We encourage everyone to continue the conversation using the hashtag #CdnELTchat. Here are all the great questions that we didn’t have time to discuss during the live one-hour chat:
#CdnELTchat is a collaborative effort that we hope will lead to more reflective practice for all of us involved in ELT. If you have any ideas for topics or have comments about #CdnELTchat, please send @StanzaSL, @BonnieJNicholas, @Jennifermchow, or @ELTAugusta a tweet. We are also looking for guest moderators who are interested in leading a future #CdnELTchat. Send us a message with a topic of interest.
Jennifer is passionate about learning how technology can empower her students. After experiencing how technology enabled her to stay connected as an educator, a parent and an active citizen, she is motivated to find the same opportunities for her students. Twitter: @jennifermchow