Материалдар / презентация "Gamification"

презентация "Gamification"

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Автор материалды ақылы түрде жариялады. Сатылымнан түскен қаражат авторға автоматты түрде аударылады. Толығырақ
02 Қырқүйек 2023
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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 role of gamification in the development of multilingual education

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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The aim of the article To identify the role of gamification in the development of multilingual education

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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Multilingualism is often a process of using a combination of more than three languages in a social relationship

In order to improve multilingual education of our country teachers of 21st century are focused toward everything that is web b

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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.

The gamification of learning is an educational approach that seeks to motivate students by using video game design and game e

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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.

By implementing Gamification the L2 learner could think of him or her as a player looking forward to complete a level. In the

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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 .

In order to apply Gamification, regardless of the course, to the teaching and learning process a series of steps needs to be fo

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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.

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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Gamification Apps for Enhancing and Motivating Second Language Learning

INFLUENCE Level: Beginner Genre: Gamified (transformed into a game) language learning In this game, you explore a modern apartme

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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” “

“ 21 Days” Level: Beginner to intermediate Genre: Role playing The refugee crisis has become a key issue in world politics. Thi

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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.

Duolingo Is a Gamification language learning translation platform where users progress through several levels. It covers the a

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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.

c. Edmodo It’s a safe social networking platform for education with Gamification elements like badges and quests. It can be

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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.

Socrative is a dynamic smart student response system that engages students via smart phones, tablets, and laptops, and empowe

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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.

Conclusion In conclusion, it can be established that the use of Gamification in L2 learning contributes positively to the learn

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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.

References: 1.THE PROBLEMS OF MULTILINGUAL EDUCATION IN KAZAKHSTAN Solovyyova, N.A., Khalikhanova, The magazine “KSPI Zharshysy

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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)

Thank you for your attention!

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Thank you for your attention!

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Thank you for your attention!

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