The
term, gamification, according to “7 Things You Should Know About Gamification”,
is defined as “the application of game elements in non-gaming situations, often
to motivate or influence behavior.” In language teaching, the teacher uses
games as pedagogical tools to achieve teaching objective. The games are engrossing
enough to attract students in order to facilitate their learning process. By
developing intrinsic motivation, gamification provides a systematic medium to
maximize language-learning efficiency.
I
never thought that games could be educational, so I started trying an “escape
the room game”, named The Heart of Tota. I tried to finish it for a long time,
continually clicking every single object and hoping a little progress. At last,
I have to resort to its walkthrough, but at that time I lost all my patience
and was exhausted. Because there is not too much vocabulary involved to finish
this game, I started to think about other language learning objectives, such as
communication using the target language. I would use pair work in finishing the
game of this kind. By interacting with each other in target
languages, students
would solve the mysterious problem cooperatively. They will scaffold and
negotiate to share their ideas and the teacher, as an expert, will provide
graduated hints, within their flow or comfortable
zone, as defined in A Comparison of Computer Game and Language-LearningTask Design Using Flow Theory. The major
goal for students is to communicate as much as possible, so a walkthrough will
not be provided explicitly.
Only when they are stuck after adequate communications, the teacher would pinpoint where they are and present solutions based on its walkthrough.
The assessment of whether they have achieved
the communicative objective could be impractical in that they could use body languages
instead of discourse in their interactions. However, when the teacher’s advises
are needed, they have to report where they are and what is the problem, by summarizing
previous and current situation. In this way, the teacher could monitor their progresses
in person.
Some of these casual games can be quite frustrating. For that reason it is good to try various ones in order to select those that will allow students to learn and not give up!
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