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Learning English Is Always Better Together: A Gamification Challenge Among Countries

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Location: La Nouvelle Ballroom, Table 12
Experience live: All-Access Package

Participate and share : Poster

Walberto Alexis Flores Fuentes  
Julio Santos  
María José Alvarado  
Claudia María Álvarez Alfaro  
José Ángel Cortez Cruz  
Marietta Cisneros  
Andrea Vázquez  

Competition is an engine for improvement. This project aims to gamify activities that promote the practice of the English language in primary students from schools in different countries. QR codes, NFC cards and Beacons are used to award points. Results and prizes are displayed on digital boards.

Audience: Principals/head teachers, Teachers, Technology coordinators/facilitators
Skill level: Beginner
Attendee devices: Devices useful
Attendee device specification: Smartphone: Android, iOS
Participant accounts, software and other materials: --
Topic: Games for learning & gamification
Grade level: 6-12
Subject area: Language arts, STEM/STEAM
ISTE Standards: For Students:
Empowered Learner
  • Students articulate and set personal learning goals, develop strategies leveraging technology to achieve them and reflect on the learning process itself to improve learning outcomes.
Global Collaborator
  • Students use digital tools to connect with learners from a variety of backgrounds and cultures, engaging with them in ways that broaden mutual understanding and learning.
Additional detail: Student presentation

Proposal summary

Purpose & objective

Purpose and objectives:

The project consists on different levels, challenges and activities. Students will earn points for practice the English language with other classmates, these points will be awarded using QR Codes, NFC or Beacon technology. As students earn points, these will be added to their class or group and the final results will be compared with those of other classes and with those of the school's classes in another country. English teachers will set aside time to reflect on their results, discuss how they are in motivation and look for strategies and spaces to continue practicing.

A central part of the project lies in the promotion of practice, because research shows that for those for whom English is their second language, losing the fear of practicing is a momentous step, so that initially more emphasis will be placed on motivating practice than on the correction of errors, and as the practice is consolidated, it will be accompanied to improve grammar, syntax and other elements inherent to the language.

With the results of the points obtained, you will progress in levels, on a scale of 1 to 10. Each level requires a certain amount of points and meet certain requirements. The levels are obtained as a group (as a school) and the individual actions of the students add to the achievement of this objective.

Factors that award points:

Action: Talk to another classmate from the same school. Points +1

Talk to another teacher. Points +1

Talk to a classmate from another school. Points +2

Levels (Examples. Points are accumulated by class).

Level 1, 40 points. Condition: All the students in the group have contributed at least 1 point.

Level 2, 80 points. Condition: Half of the group has earned points for speaking with students from another school

Level 3, 160. Condition: The class has participated in an activity in English between schools

Digital Boards

College:
Each school will have an online digital board, where the scores and badges, obtained individually by each student from each school, can be viewed.

Global between schools:
The global digital scoreboard is where students and teachers can view progress by grade or group with the weekly results obtained from the two schools

Insignia:
In addition to the above, and in view of the gamification approach itself, students will be able to access different badges as they meet the conditions. In addition, the badges will have 4 levels: bronze, silver, gold and platinum. Here are some examples:

Badge: Talker

Bronze: Achieved 100 conversations

Silver: Has achieved 200 conversations

Gold: has achieved 300 conversations

Platinum: Has achieved 500 conversations

Thus there will be others such as: the most international (for speaking more with people from other countries), the most proactive (for speaking with more adults from the school).

Powerups:
Influence overall results among schools

Potions: lower 1 point obtained to your opponent
Gems: help boost your weapons
Swords: Ta helps lower points to your opponent
Shields: protects you from losing points from the attack of any opponent

Supporting research

Gamify any lesson, class or curriculum:
https://www.iste.org/explore/In-the-classroom/Gamify-any-lesson%2C-class-or-curriculum

Leading Schools of 2030
https://education.microsoft.com/en-us/course/ad83f1d6/overview#:~:text=In%20the%20recent%20study%2C%20The%20Class%20of%202030,ways%20to%20apply%20this%20learning%20in%20your%20school

Gamification Made Easy - Using Math Champ (Apple Book)
David Wingler
2016

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Presenters

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Walberto Alexis Flores Fuentes, Highlands International School San Salva
Graduate student

Consultant in educational technology. I am an educator passionate about the possibilities that technology offers for learning. #MIE Expert #APL #GoogleEducator Level 2. #NearpodCertifiedTeacher

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Julio Santos, Cumbres International School Toluca

Julio Sergio Santos @jssantost Coordinator of Educational Technology at Cumbres International School Toluca and responsible for the Robotics and Makerspace projects. Certified as Apple IT Pro and Apple Professional Learning Specialist. Passionate about technology and coding.

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María José Alvarado, Cumbres International School Toluca
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Claudia María Álvarez Alfaro, Cumbres International School Toluca
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José Ángel Cortez Cruz, Cumbres International School Toluca
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Marietta Cisneros, Cumbres International School Toluca
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Andrea Vázquez, Cumbres International School Toluca