Learning English Is Always Better Together: A Gamification Challenge Among Countries |
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
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Additional detail: | Student presentation |
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
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
Consultant in educational technology. I am an educator passionate about the possibilities that technology offers for learning. #MIE Expert #APL #GoogleEducator Level 2. #NearpodCertifiedTeacher
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.