презентация "Gamification"
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The role of
gamification in the
development of
multilingual education
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The role of gamification in the development of multilingual education
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The aim of the
article
To identify the role of gamification in the development of multilingual education
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The aim of the article To identify the role of gamification in the development of multilingual education
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Multilingualism is often a process of using a
combination of more than three languages in a
social relationship
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Multilingualism is often a process of using a combination of more than three languages in a social relationship
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In order to improve multilingual education of our
country teachers of 21st century are focused toward
everything that is web based and are not afraid of
expressing or assuming an individual or shared vision.
They are implementing a lot of pedagogical
innovations that use plenty of Information and
Communication Technologies (ICT’s), Distributed
Learning, Mobile Learning resources and Gamed
Based Learning. In addition, these educators are
aware of new trends in educational technology and
are integrating Gamification to their teaching.
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In order to improve multilingual education of our country teachers of 21st century are focused toward everything that is web based and are not afraid of expressing or assuming an individual or shared vision. They are implementing a lot of pedagogical innovations that use plenty of Information and Communication Technologies (ICT’s), Distributed Learning, Mobile Learning resources and Gamed Based Learning. In addition, these educators are aware of new trends in educational technology and are integrating Gamification to their teaching.
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The gamification of learning is an educational
approach that seeks to motivate students by using
video game design and game elements in learning
environments. The goal is to maximize enjoyment and
engagement by capturing the interest of learners and
inspiring them to continue learning. Gamification,
broadly defined, is the process of defining the
elements which comprise games, make those games
fun, and motivate players to continue playing, then
using those same elements in a non-game context to
influence behavior.In other words, gamification is the
introduction of game elements into a traditionally
non-game situation.
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The gamification of learning is an educational approach that seeks to motivate students by using video game design and game elements in learning environments. The goal is to maximize enjoyment and engagement by capturing the interest of learners and inspiring them to continue learning. Gamification, broadly defined, is the process of defining the elements which comprise games, make those games fun, and motivate players to continue playing, then using those same elements in a non-game context to influence behavior.In other words, gamification is the introduction of game elements into a traditionally non-game situation.
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By implementing Gamification the L2 learner could think of
him or her as a player looking forward to complete a level. In
the case of Gamification in L2 and when badges are
implemented, Buckingham (2014), acknowledges that it’s
use serves as a motivational tool and could become a form of
formative assessment along with developing a higher
classroom setting standards for the challenges that the
learner presents while in the quest of achieving fluency in L2 .
In addition, Gamification offers the learners an
opportunity to interact among them as it’s
implied in a social game. Gamification focuses on extracting the underlying
principles of games and asking whether an education
experience can be reconfigured to build on those
principles .
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By implementing Gamification the L2 learner could think of him or her as a player looking forward to complete a level. In the case of Gamification in L2 and when badges are implemented, Buckingham (2014), acknowledges that it’s use serves as a motivational tool and could become a form of formative assessment along with developing a higher classroom setting standards for the challenges that the learner presents while in the quest of achieving fluency in L2 . In addition, Gamification offers the learners an opportunity to interact among them as it’s implied in a social game. Gamification focuses on extracting the underlying principles of games and asking whether an education experience can be reconfigured to build on those principles .
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In order to apply Gamification, regardless of the course, to the
teaching and learning process a series of steps needs to be followed.
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In order to apply Gamification, regardless of the course, to the teaching and learning process a series of steps needs to be followed.
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Gamification Apps for Enhancing and
Motivating Second Language Learning
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Gamification Apps for Enhancing and Motivating Second Language Learning
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INFLUENCE
Level: Beginner
Genre: Gamified (transformed into a game) language learning
In this game, you explore a modern apartment where
everything is clickable. You use a device to scan objects and it
tells you the name of that object in English. The game
features native audio pronunciations and tests your memory
using time-based quizzes.
You’ll encounter over 420 nouns, adjectives and verbs to
collect and learn along with a synonym feature. Since the
setting is a typical house you can find in most English-
speaking countries, it helps you learn the names of objects
used in daily life. Beginners can quickly pick up the essential
words they’ll use in most contexts in a fun and effortless way.
This will allow them to start conversing with native speakers
and improve their speaking skills .Influent”
“
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INFLUENCE Level: Beginner Genre: Gamified (transformed into a game) language learning In this game, you explore a modern apartment where everything is clickable. You use a device to scan objects and it tells you the name of that object in English. The game features native audio pronunciations and tests your memory using time-based quizzes. You’ll encounter over 420 nouns, adjectives and verbs to collect and learn along with a synonym feature. Since the setting is a typical house you can find in most English- speaking countries, it helps you learn the names of objects used in daily life. Beginners can quickly pick up the essential words they’ll use in most contexts in a fun and effortless way. This will allow them to start conversing with native speakers and improve their speaking skills .Influent” “
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“ 21 Days”
Level: Beginner to intermediate
Genre: Role playing
The refugee crisis has become a key issue in world
politics. This game tries to make the player experience
what a typical refugee has to go through every single
day.
The game is short, which makes it ideal for English
practice. It’s purely text-based, which means that it
can only be used to improve your reading skills.
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“ 21 Days” Level: Beginner to intermediate Genre: Role playing The refugee crisis has become a key issue in world politics. This game tries to make the player experience what a typical refugee has to go through every single day. The game is short, which makes it ideal for English practice. It’s purely text-based, which means that it can only be used to improve your reading skills.
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Duolingo Is a Gamification language learning
translation platform where users progress
through several levels.
It covers the areas of speaking, listening, grammar
and vocabulary necessary for L2 learning and content
is always presented in whole sentences. The feedback
is immediate and the learner can easily track progress.
Educators can use it as part of daily homework. It
motivates student-driven work along with
communication and collaboration.
It is not a full-fledged game, but a gamified
application which borrows game mechanics and
design elements to appeal to users.
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Duolingo Is a Gamification language learning translation platform where users progress through several levels. It covers the areas of speaking, listening, grammar and vocabulary necessary for L2 learning and content is always presented in whole sentences. The feedback is immediate and the learner can easily track progress. Educators can use it as part of daily homework. It motivates student-driven work along with communication and collaboration. It is not a full-fledged game, but a gamified application which borrows game mechanics and design elements to appeal to users.
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c. Edmodo It’s a safe social networking platform for
education with Gamification elements like badges and
quests. It can be used as an extension of the classroom for
all educational levels. In addition, it has an interface very
similar to Facebook. Students can comment on posts,
submit assignments, and track their progress. Educators
can post polls, open discussion boards, design quizzes, and
post assignment.
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c. Edmodo It’s a safe social networking platform for education with Gamification elements like badges and quests. It can be used as an extension of the classroom for all educational levels. In addition, it has an interface very similar to Facebook. Students can comment on posts, submit assignments, and track their progress. Educators can post polls, open discussion boards, design quizzes, and post assignment.
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Socrative is a dynamic smart student response system
that engages students via smart phones, tablets, and
laptops, and empowers educators to formative and
summative assessing their students. It’s a great tool
for the L2 classroom because students can answer
questions forgetting about the stress involved in trials
and errors, which lowers anxiety. It allows the users to
import images to the question items and it feature
Gamification strategies including live results,
immediate feedback, and effortless data analysis. Is a
Web based and mobile app platform, which integrates
customizable flashcard to track student progress.
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Socrative is a dynamic smart student response system that engages students via smart phones, tablets, and laptops, and empowers educators to formative and summative assessing their students. It’s a great tool for the L2 classroom because students can answer questions forgetting about the stress involved in trials and errors, which lowers anxiety. It allows the users to import images to the question items and it feature Gamification strategies including live results, immediate feedback, and effortless data analysis. Is a Web based and mobile app platform, which integrates customizable flashcard to track student progress.
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Conclusion
In conclusion, it can be established that the use of Gamification in L2 learning
contributes positively to the learning experience based on the information
presented. At the same time learning interventions need to be taken with
precaution. Gamification helps the L2 learner in plenty of personality factors. In
addition the learner moves forward from an introverted mode of shyness and more
motivated based on positive feedback and the game elements used. Gamifying the
L2 classroom enhances the learning of writing, reading, and speaking and motivates
collaboration and interaction. Through Gamification the educator is able to create
meaningful experiences that will move away from just a game thinking mentality to a
techno-constructivist mentality. To achieve success with Gamification in L2 learning
the objectives and goals need to be aligned and have formal assessment criteria.
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Conclusion In conclusion, it can be established that the use of Gamification in L2 learning contributes positively to the learning experience based on the information presented. At the same time learning interventions need to be taken with precaution. Gamification helps the L2 learner in plenty of personality factors. In addition the learner moves forward from an introverted mode of shyness and more motivated based on positive feedback and the game elements used. Gamifying the L2 classroom enhances the learning of writing, reading, and speaking and motivates collaboration and interaction. Through Gamification the educator is able to create meaningful experiences that will move away from just a game thinking mentality to a techno-constructivist mentality. To achieve success with Gamification in L2 learning the objectives and goals need to be aligned and have formal assessment criteria.
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References:
1.THE PROBLEMS OF MULTILINGUAL EDUCATION IN KAZAKHSTAN
Solovyyova, N.A., Khalikhanova, The magazine “KSPI Zharshysy” №4
(48), 2017
2. Deterding, S., Khaled, R., Nacke, L. E., & Dixon, D. (2011, May).
Gamification: Toward a definition. In CHI 2011 Gamification
Workshop Proceedings
3. Gamification of language learning. Rosa Juntunen 2015
4.Using Gamification to Enhance Second Language Learning
J. Figueroa
Digital Education Review - Number 27, June 2015-
http://greav.ub.edu/der/
Image 2. Educational Gamification Five Step Model ( Adapted from
Huan and Soman (2013)
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References: 1.THE PROBLEMS OF MULTILINGUAL EDUCATION IN KAZAKHSTAN Solovyyova, N.A., Khalikhanova, The magazine “KSPI Zharshysy” №4 (48), 2017 2. Deterding, S., Khaled, R., Nacke, L. E., & Dixon, D. (2011, May). Gamification: Toward a definition. In CHI 2011 Gamification Workshop Proceedings 3. Gamification of language learning. Rosa Juntunen 2015 4.Using Gamification to Enhance Second Language Learning J. Figueroa Digital Education Review - Number 27, June 2015- http://greav.ub.edu/der/ Image 2. Educational Gamification Five Step Model ( Adapted from Huan and Soman (2013)
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Thank you for your
attention!
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Thank you for your attention!