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Weapons Against Boredom: Exploring #gamification in #ELT

22/2/2016

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On the afternoon of February 20, I provided a talk at Best of British ELT 2016, named Weapons Against Boredom: Exploring #gamification in #ELT.

During this talk, we explored the concept of gamification, the difference between this and game-based learning, the importance of the gameplay in the design of gamified experiences, and the tools (weapons) we use to reward students for designed jobs and extraordinary deeds. It is important to differentiate these three concepts. While game-based learning focuses on using games to learn (e. g. a grammar memory game, or a vocabulary domino), gamification is the use of game mechanics in a non-game context, like school, to engage learners in problem-solving  experiences. It requires of the gameplay, which "is the specific way in which players interact with a game, and in particular with video games. Gameplay is the pattern defined through the game rules, connection between player and the game, challenges and overcoming them, plot and player's connection with it. Video game gameplay is distinct from graphics and audio elements." (Wikipedia)
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This talk didn't have the purpose of training teachers to design gamified experiences, as this can only be achieved with extensive training and practice through creative learning methodologies, but to explore how gamification could be integrated into the ELT experiences and how gamification can produce intrinsic motivation, transforming the paradigm of students working hard  to earn a mark, to having students exploring, creating and solving problems to overcome learning challenges.
Some teachers enriched the talk by providing a human, emotion-based approach to it through participation and even, proposing that the real prizes in a gamified experience were positive emotions, increased responsibility and more empathetic bonds (among other important prizes) masked with badges, stars, coins, points and lives.

WAP provided a space in which teachers could have a glimpse on gamification, something no text book so far can achieve. 

Here you can find and download an infographic of Weapons Against Boredom: Exploring gamification in ELT, presented at Best of British ELT 2016 by J M Hernandez (your humble Educational Innovation Consultant). Hope it is useful for you.
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Download the PDF infographic here.

If you think gamification can help you and your students have more memorable and meaningful learning experiences, sign up to our newsletter and learn more about this and other ways to innovate in education.

To help you gamify your classroom, we recommend Blue Rabbit, "a gamified learning enhancer used to transform traditional classes into great adventures." Visit app.bluerabbit.io

To know more about gamification you can visit:
www.yukaichou.com

www.gamified.uk
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