1. Gamification and
Digital Play in ELT
AACI
Buenos Aires, Argentina 25th February 2015
Graham Stanley - graham.stanley@britishcouncil.org
http://www.slideshare.net/bcgstanley/
2. Computer games and language
aims
http://www.digitalplay.info/blog/
http://www.deltapublishing.co.uk/titles/methodology/digital-play
4. There are 1 million gamers in UK
Average young person in UK will
spend 10,000 hours gaming by
the age of 21*
*Jane McGonigal - Reality is broken
Why digital games?
17. Adrian Underhill & Jim Scrivener:
http://demandhighelt.wordpress.com
• Are our learners capable of more, much more?
• How can I push my students to upgrade their
language and improve their skills more than they
believed possible?
18. Demand High Speaking
with a digital game
http://pencilkids.com/droppygame.html
http://demandhighelt.wordpress.com/
25. a) Can I have a
volunteer to describe
the first image?
b) Does anyone
have a better
description?
26.
27.
28.
29.
30.
31. Results
“I think it went very well. It’s the kind of lesson you can make last a bit
longer, or cut it short …to your needs. I thought it was very good the way
the lesson was structured. In terms of classroom management, it was very
easy to keep on top of the class because they were engaged not just by the
game itself, but by the first part too. It also encouraged lots of language
from the students. “ – Teacher involved in project
33. The aim of the game : The learners predict what to do with a list of pairs of game
objects, check their answers by playing the game and then write down the
answers using the passive voice.
Prepare to play: Choose an adventure game and start playing it. As you play, make
a note of what you do with the objects that appear in the game (or use the
walkthrough to save time) and produce a list similar to the example below. Make a
copy of this list for each learner. You will also need to use online dictionaries.
Play: Hand out the list of objects and tell the learners they are to guess how they
are used together in the game. Ask the learners to talk together in groups of three
and to use the online dictionaries to find out the meaning of the words they do not
understand. After fifteen minutes, stop them and ask them to tell you what they
think the relationship is between each pair of objects in the game: e.g. I think you
use the hairpin to open the shed, etc. They then play the game together. The
game should be easier to play because they know which objects they need to use
together, but if they get stuck, encourage them to read the walkthrough to find out
what to do next. Finally, once they have played the game (or part of the game if
it's long), ask them to look again at the pairs of words and to write about them.
Encourage the use of the passive voice here: e.g. The hairpin is used to open the
shed, etc.
Play on: The learners can continue playing the game and finish off writing passive
sentences about the objects. www.bubblebox.com/play/adventure/1747.htm
34.
35. Finding and using a walkthrough
http://jayisgames.com/archives/2010/04/hetherdale.php#walkthrough
41. Live listening
The Viridian Room
“Now when you lift the waste-paper basket, you
should see a lighter underneath. Pick it up and then
move to the kitchen and open the fridge again.”
44. “What should we do? Stay in or go out?”
“Shall we listen to some music?”
“What do you want to do now?”
Watch and say
45. Listening/ questioning
“So, the squirrel has stolen your crisps?
What are you going to do now?
Well, why don't you try looking at the
Bookcase to see if there's something
There to help you?”
46. Procedure and practicalities
learner grouping – pairs or groups
use hand-outs – clear instructions / task
teacher uses game guide (walkthrough)
encourage use of English during computer
use
learners explore, examine and pick up
objects
pause game and reflect on puzzles together
those who solve puzzle tell whole class
discuss where they been and what seen
authentic information gap activity
49. learners create islands in groups then teacher scans copies of learners’ drawings
Teacher traces over the scanned drawings using IWB software
Procedure
56. 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
57. 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!