Gamifying the Language Classroom
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Keynote presentation given at the 7th Virtual Round Table conference - April 27th 2014
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- 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
- https://www.flickr.com/photos/michaelhall
- https://www.zombiesrungame.com/ Run for points or run for your
life?
- http://www.rexbox.co.uk/epicwin/
- http://foursquare.com/
- 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
- Gamification in language teaching is not new
https://www.flickr.com/photos/benchun/
- So, what is new? http://www.theoryoffun.com/
http://artofgamedesign.com/
- 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/
- Gamification & adaptive learning
http://adaptivelearninginelt.wordpress.com/2014/01/27/part-3-gamification/
https://www.duolingo.com/
-
http://www.digitalplay.info/blog/2011/03/28/gamify-your-classroom-with-chore-wars/
http://www.chorewars.com/ 2011 My Experience
- http://gamingtheclassroom.wordpress.com/
http://www.digitalplay.info/blog/2012/04/20/unlocked-achievements/
2012Unlocked achievements
-
http://www.digitalplay.info/blog/2011/11/04/reward-or-punishment-gamification-with-class-dojo/
http://www.classdojo.com/ 2012
- https://game.classcraft.com/ http://worldofclasscraft.com/
http://3dgamelab.com/ since then...
- 2013
- 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.
- 2013 http://pencilkids.com/droppygame.html
http://demandhighelt.wordpress.com/
http://www.slideshare.net/bcgstanley/droppy-promoting-speaking-with-an-online-game
- 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.
- Results: Writing
- Results: Speaking
- Using the IWB to support gamification in order to enhance
writing fluency in the second language classroom 2014
-
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
- 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.
- 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)
- 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)
- 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.
- 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
- 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
- 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
- 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
- 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!
- 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!
- Further Reading: Motivation Deci & Ryan (Plenum, 1985)
Intrinsic motivation and self determination in human behavior
Drnyei, Z. (CUP, 2001) Motivational Strategies in the Language
Classroom Drnyei, 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