Gamification is about using the aspects of games to help in
the process of learning or teaching.
Taking the competitiveness of games, rewards system and feedback to a
systematic level where one can practice problem-solving skills, teach concepts,
and to have the learner learn in a way that can inspire creativity by expanding
the basic classroom. By bringing the
elements of games into a learning task one pushes the students’ abilities to
new levels. The concept or concepts
which are being taught now stand out because one is practicing their skills in a manor
different from other knowledge. Whether
it is new knowledge or previously practiced knowledge the information is now
being used to engage the learner in a new task.
Also the students are an active participant in the lesson which makes
them use the knowledge they have learned to be able to play the game.
In a
game that is set up well the flow is what will keep the gamer playing. With each task the game becomes slightly harder. With the right flow the gamer will be
learning with each step and have the tools for the task. The player in turn wishes it to be harder or they gamer will
become boring. Not too hard because
frustration may win out. In games
feedback is immediate. Score board, timers,
coins, and prizes are just a few feedback indicators that one is doing well or
poorly and needs help. Still it
is instant. Wait too long for feedback
and the gamer moves on. It is all about
balance.
With
all this in mind using gamification for EFL/ ESL students is really one of just
making sure the game fits the task.
People are so use to the concept of games and gaming that bringing them
into the classroom is not really far-fetched. Many games force the gamer to read. Actually it was one of the biggest motivators
for my son to learn to read. He wanted
to know what the was on the computer screen. Also it forces the gamer to follow direction and comprehend the task to move on in the game. In this way the gamer is forced to use previously know knowledge in a new way which makes the information become more relevant.
In a
classroom the teacher can use a game from the internet or teacher can design
their own game. By using the same
concepts that a computer game uses. Flow
and Fiero are the two things that make the game what it is and for the player to keep moving forward in the game. The flow keeps the gamer going and the to the goal. It is fiero which pulls the gamer to the end, the primal need to win. The reason why we scream when we do win or
when we don’t. To me it is the release
of the energy that one has while trying to win, the excitement and fear. If that is created one knows it was a good
game.
Zac Hill
Stephan J. Franciosi
You have mentioned the most important point about using games in the classroom or for learning outside of class-"making sure the game fits the task". That is the key to successful use of games for language learning, so it is important to first identify the language objectives and then chose a game if a game is the best way to meet those objectives.
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