Wednesday, March 18, 2015

Gamification and Language Learning

 

  Gamification is the usage of games in non game-like settings or contexts in order to engage students (in this case) in learning. According to "Technology - 'Just' Playing Games? A Look at the Use of Digital Games for Language Learning" there are five main components that make up a successful game. These include: goals, interaction, feedback, context, and motivation. As mentioned in the article, goals are best described as "goal orientation" due to the dynamic, ongoing, and continually negotiated process of task completion. Interaction is a component that can take place in numerous ways. It depends on the type of game, how other game is being used, and the players. Feedback is important so that learners is always aware of his or her abilities. Context according to the article is created and authenticated by both the game narrative and context of play. Motivation is usually considered one of the biggest reasons that digital games are used in the classroom.

     Another way of explaining what makes a game successful is discussed in the article "Sculpting Flow and Fiero" written by Zac Hill. Hill believes that solid game design includes two main factors: flow and fiero. Flow is the concept of "being in the zone." This is when the player is having fun. Fiero on the other hand is described as the feeling one gets when they have conquered or overcome something like a quest or a difficult level.

I think that it is a great idea to use digital language games in the classroom. Not only does it help students to learn, they are able to do so in a fun and motivational way. There are also benefits to using digital games that one may not be able to receive with traditional classroom instruction. According to "Games and Learning"  Games can be highly motivational  and engaging for students. They also have the ability to how that learning can be measured by more than just grades. Using games in the classroom is also an excellent way to build collaborative skills.

In the future, I will definitely use games in my ESL classroom as a way to promote motivational and engaging learning in a fun environment.

1 comment:

  1. As you have mentioned, using games can be very motivational. However, to find games that really meet specific learning objectives can require a good deal of time on the part of the teacher.

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