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Gamification in Language Learning: Agnieszka Ścieszka

The document discusses gamification in language learning. It defines gamification as using game elements and design in non-game contexts. It outlines some key aspects of games including mechanics, dynamics, and components. It then discusses how these game elements like challenges, levels, badges can be applied to language learning. Specifically, it provides examples of how gamification could motivate learning through rewarding progress and structuring the learning experience like a game.

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100% found this document useful (1 vote)
74 views31 pages

Gamification in Language Learning: Agnieszka Ścieszka

The document discusses gamification in language learning. It defines gamification as using game elements and design in non-game contexts. It outlines some key aspects of games including mechanics, dynamics, and components. It then discusses how these game elements like challenges, levels, badges can be applied to language learning. Specifically, it provides examples of how gamification could motivate learning through rewarding progress and structuring the learning experience like a game.

Uploaded by

stella gonzales
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PPT, PDF, TXT or read online on Scribd

Gamification in Language Learning

Agnieszka cieszka

Gamification

the use of game elements and game design techniques in non-game contexts

Snap!

In every job that must be done, there is an element of fun. You find the fun and snap! - the job is done.

Agenda

game

game elements
game design application application in language teaching and learning

What is a game?

Roger Caillois: Man, Play and Games :


paidia (uncontrolled fantasy)


ludus (rules, skills, challenge)

J. Huizingas: Homo Ludens (games and play are essential to what makes us human)

magic circle concept (soccer field, iPad screen)

What is a game?

A game is a closed, formal system that engages players in a structural conflict, and resolves in an unequal outcome T.Fullerton
A game is a series of meaningful choices Sid Meier A game is a problem solving activity, approached with a playful attitude J.Schnell

What is a game?

voluntary (whoever must play cannot play)

learning or problem solving


balance of structure and exploration

objectives
constrictive rules (no fun when everything is allowed)

wish to voluntarily overcome obstacles

Back to Gamification
Pre-digital era
Real world examples monthly sales competition frequent flayer program tiers Weight Watchers free coffee after ten purchases platinum credit card Game concept challenge levels team reward badge

*gamifiation - applying that design in a systematic way with the power of digital technologies

Farmville Screen

Gamification is not

making everything a game

immersion in 3D virtual world


simulation just for marketing or customer engagement just PBLs (points, badges, leaderboards)

exploring chilling teamwork recognition triumphing collecting surprise imagination Perfect educational framework ! sharing

Fun

Game elements

Dynamics

Mechanics
Components

Dynamics

Constraints

Emotions
Narrative Progression Relationships

Challenges

Mechanics Chance (luck, lottery)


Competition Cooperation Feedback Resource Acquisition Rewards Transactions Turns

Avatars Badges Boss fight Collections Combat Content unlocking Gifting Leaderboards Levels Points

Components

Reward Structures

tangible/ intangible contingency:


expected/unexpected

competitive/non-competitive certain/uncertain

task non-contingent: for doing nothing engagement contingent: starting the task (no assessment) completion contingent: finishing the task (no assessment) performance contingent: doing well (assesment)

schedule:

continuous fixed ratio: every n number of times fixed interval: every n units of time variable

Rewards and Motivation

(!) Rewards can demotivate (!!) Rewards can out crowd intrinsic motivation

Motivation (in games)


intrinsic/extrinsic Extrinsic in games/gamification:

SAPS

Status (low-cost)

Access
Power

Stuff (costly)

Game design
1. Design (business objectives) 2. Delineate target behaviors 3. Describe your players 4. Devise activity loops 5. Dont forget the fun! 6. Deploy the appropriate tools

Players
acting

killers/ healers

achievers

players

world

socializers

explorers

interacting

Players
acting

express

compete

content

players

explore

collaborate

interacting

Player behavior

Express: build, design, create, publish, purchase, choose,decorate, customize Explore: view, collect, rate, vote, curate, review Collaborate: comment, like, greet, share, help, give Compete: win, challenge, show off, compose, taunt

Applicable in the classroom ?

Activity loops
Engagement loop: micro level

Activity loops
Progression loop: macro level

Applications

Applications

Application in language teaching & learning


Both school and work can be viewed as a sequence of challenges, quests and levels, with a badge awarded in the end in the form of a diploma, a job promotion to the next title, the status of valedictorian, or a year-end financial bonus.
http://www.deloitte.com/view/en_US/us/Insights/Browse-by-Content-Type/deloitte-review/c7cee86d96498310VgnVCM1000001956f00aRCRD.htm

duolingo.com

You task. Request ?


Does this concept sound appealing to you? Why yes/ not? Would it be appealing for kids/teens/gamers? Try to come up with ideas for badges?

Sources
1. Tekinba, Katie Salen., and Eric Zimmerman. Rules of Play: Game Design Fundamentals. Cambridge, MA: MIT, 2003. Print. 2. Rollings, Andrew, and Dave Morris. Game Architecture and Design. Indianapolis, IN: New Riders, 2004. Print. 3. Werbach, Kevin, and Dan Hunter. For the Win: How Game Thinking Can Revolutionize Your Business. Philadelphia: Wharton Digital, 2012. Print. 4. Caillois, Roger. Man, Play, and Games. New York: Free of Glencoe, 1961. Print. 5. Fullerton, Tracy, Christopher Swain, and Steven Hoffman. Game Design Workshop: A Playcentric Approach to Creating Innovative Games. Amsterdam: Elsevier Morgan Kaufmann, 2008. Print. 6. Schell, Jesse. The Art of Game Design: A Book of Lenses. Amsterdam: Elsevier/Morgan Kaufmann, 2008. Print. 7. Tkaczyk, Pawe. Grywalizacja: Jak Zastosowa Mechanizmy Gier W Dziaaniach Marketingowych . Gliwice: HELION, 2012. Print. 8. Zichermann, Gabe, and Christopher Cunningham. Gamification by Design: Implementing Game Mechanics in Web and Mobile Apps. Sebastopol, CA: O'Reilly Media, 2011. Print. 9. Deterding, Sebastian (28 September 2010). "Just Add Points? What UX Can (and Cannot) Learn From Games" . UX Camp Europe. 10. McGonigal, Jane. Reality Is Broken: Why Games Make Us Better and How They Can Change the World. New York: Penguin, 2011. Print.

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