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Gamification:

Gamification in
EFL Classroom:
Engaging Students
Ahmed Raef
SPSP Saudi Petroleum Services Polytechnic

ABOUT PRESENTER
EFL Instructor at SPSP Institute in Dammam in Saudi
Arabia
BA and PGDE in Education (teaching English)
Cambridge CELTA
CertICT certificate - Certificate in Teaching Languages with
Technology (CertICT)
Cambridge DELTA Module 2

SPSP

SAUDI PETROLEUM SERVICES


POLYTECHNIC

ABOUT SPSP
SPSP has been established to meet the needs of the
Petroleum Services Industry and to support the Saudization
of the Kingdom of Saudi Arabia.

WORKSHOP FOCUS
how to gamify EFL classroom using Kahoot to engage
students more effectively in EFL classroom tasks, quizzes
and review activities?

Learning Objectives:

Create an account
Understand how to make a quiz with Kahoot!
Present completed quizzes to students
Know what the students response view looks like
Know how to use KAHOOT in EFL Classroom

THE USE OF TECHNOLOGY IN


INSTRUCTIONAL ACTIVITIES
PLAYS AN ESSENTIAL ROLE
FOR ENGAGING STUDENTS IN
LEARNING
(GN & KUZU, 2014).

There are also some affective factors in language learning that are
like a filter which filtrates the amount of input in learners brains.
People with high affective filter will lower their intake whereas people
with low affective filter allow more input into their language acquisition
device.
One of his main viewpoints of affective filters is that affective filter is
responsible for individual variation in SLA. Krashen has mentioned
that there are mainly four factors that can influence the SLA which are
responsible for the individual variation, which are motivation, attitude,
anxiety, and self-confidence.

Technology will be incorporated in the EFL classroom to enhance


learning and lower the affective filter of EFLstudents.
Using technology is important to meet the main challenge of
learners which of using mobile phones and tablets during lessons.

GAME-BASED LEARNING
OR
GAMIFICATION
Its important for us to make a distinction between game-based
learning and gamification.

GAME-BASED LEARNING
Game-based learning essentially means turning an activity into a
game in which the game has a beginning, a middle and an end.

GAMIFICATION
Gamification, on the other hand, means integrating features that are
common to games, such as points, badges and challenges, in order
to engage people in a process.

GAMIFICATION - KAHOOT
Gamification has its uses in language teaching too, for students of all
ages.
Integrate principles of gamification into your EFL classroom.
Develop a points system
Give regular positive feedback

the world is turning

CHANGES

Changing Society

15

Changing Learners& Learning

Digital Natives:
Our learners today are all native speakers of the digital
language of computers, video games and the Internet.
Our learners have never known a world without the web and
lightning-fast digital communication -they are hyperconnected.

BYOD
Bring Your Own Device
in the Classroom

The Bring Your Own Device wave has opened up for a new
generation of SRSs, where students can use their own
devices to respond. After the introduction of smart phones
and tablets providing support for easy wireless network
access and support for HTML5, many new SRSs and similar
tools have populated the market.

Emerging Technologies in Second Language


Learning
There is a strong bond between Gamification and
emerging technologies. It all about the application of
game mechanics in non-game related contexts
(Deterding, Sicart, Nacke, and Nixon, 2011).

KAHOOT PEDAGOGICAL
CONSIDERATIONS
Formative assessment of content knowledge
Track individual student knowledge gaps
Learner Centered - Students can generate kahoots
Increase student engagement and motivation

Two important websites:


https://getkahoot.com/

https://kahoot.it

1
HOW TO CREATE A
KAHOOT

First visit getkahoot.com , press on the large purple GET MY


FREE ACCOUNT button.

Creating a Kahoot is simple and


speedy
When
you sign in, youre presented with the 3 types of Kahoot
you can make. Here well focus on a quiz. Press on the quiz
icon, and you will be asked to give it a name.

Add more questions by pressing

+ Add question.

Embed an image
into your
question by
dragging one in
from your desktop,
or pressing the
Choose file
button. If youre
using a tablet one
straight from your
camera.

Embed a YouTube
video instead by
pressing on the
video tab & adding
the videos unique
code - heres a
guide.

2
HOW TO PLAY A
KAHOOT

1. CHOOSE YOUR KAHOOT

B. HOW TO PLAY A KAHOOT

2. LAUNCH TO THE CLASS

Add the Room PIN and your NAME

3. STUDENTS JOIN THE GAME


YOUR DEVICE
PROJECTED
TO CLASS

WHAT STUDENTS
SEE (USING ANY
DEVICE)

The following screen shoot shows what the students will see on his/her
SMART phone.

Students names appear and you are ready to start!

4. ANSWERING QUESTIONS
YOUR DEVICE
PROJECTED
TO CLASS

WHAT STUDENTS
SEE (USING ANY
DEVICE)

The faster students answer


correctly, the more points they get!

On students devices

Scoreboard

The score is updated after every question!

The winner is announced!

Implementation

KAHOOT in EFL Classroom

What are some of the ways I can use


Kahoot?
Gamify class sessions
Check for understanding
Engage students in a competitive quiz
Poll students anonymously

Learner to Leader
Learners Collaborative Work
Creating Their Kahoot

Implementation:

1. Students Generating ideas and write


questions for their Kahoot quiz

Implementation:

2. Collecting visual images& Videos :

Implementation:

3. Create their Kahoot:

Implementation:

4. Share it with their class and start the


quiz

Implementation:

4. Share it and the winner score board


with other groups or classess:
The school blog
Class Blog or Wiki
Facebook group

whats the point?

CONCLUDING COMMENTS

Students love it!

Thank You

Further Reading: Game-Based Language Learning

Mawer & Stanley (2011) Digital Play


http://www.deltapublishing.co.uk/titles/methodology/digital-play

Reinders (ed.) (Palgrave, 2012) Digital Games in Language Learning and Teaching

Sykes & Reinhardt (Pearson, 2013) Language at Play: Digital Games in Second and Foreign
Language Teaching and Learning

Further Reading: Game-Based Language Learning


http://www.thesnarkyschoolteacher.com/blog/tech-tuesdaywoohoo-kahoot-ten-fun-ways-to-use-kahoot-in-your-classroom
http://blog.getkahoot.com/post/78111358987/challenging-students-toask-their-own-great

Further Reading: Game-Based Learning

Bartle (New Riders, 2004) Designing Virtual Worlds

Gee (Palgrave, 2003) What Digital Games Have to Teach Us About Learning and Literacy

Gee (Routledge, 2004) Situated Language and Learning: A critique of traditional schooling

Gee (Peter Lang, 2007) Good Video Games + Good Learning: Collected Essays

Gee (Common Ground, 2005) Why video games are good for your soul

Prensky (Paragon House, 2001) Digital game-based learning

Prensky (Paragon House, 2006) Don't Bother Me Mom I'm Learning!