e-Learning Ecologies MOOC’s Updates

The use of Gamification for ESL learners

Nowadays students need to be actively involved in learning . As many studies have shown the importance of Using many activities and strategies to make students active and involved during the lesson.

 

Active learning activities engage students in deep rather than surface learning, and enable students to apply and transfer knowledge better. Teachers should consider using help promote higher order thinking skills such as application of knowledge, analysis, and synthesis.

 

Gamification refers to a type of game play with clear and defined learning outcomes. It means using some games to stimulate learners’ language, critical-thinking and problem-solving abilities. It includes elements of games or play into the learning environment to boos engagement and participation.

 

I am teaching students in elementary school. Their attention span is very limited as well as their memories. This year I started using games during my explanation I found that they’re very helpful and the students are very active during the whole class . The games help them not to forget the lesson even if it is difficult like grammar explanation or new vocabulary.

I use either well-designed digital games like Kahoot , Baamboozle and ESL Games World.Non-digital games are also helpful like Board Race, Call My Bluff / Two Truths and A Lie, Simon Says, Word Jumble Race, Hangman, Pictionary, The Mime and The hot seat.

If a teacher decides to use games during the class he or she must considers these questions Are the learning outcomes are clear? Could it leave learners frustrated or bored?

 

For more information about this topic, you can watch this lecture

https://www.google.com/search?q=Gamificatiion+in+teaching+English+kids&ie=UTF-8&oe=UTF-8&hl=en-sa&client=safari#fpstate=ive&vld=cid:bd5e547a,vid:E2msMvCWNUg

 

 

 

  • Fatimah Al Yahay