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GAME BASED LEARNING & GAMIFICATION
FOR THE
LANGUAGE CLASSROOM
By Todd Vercoe, M.A.
Presented for the TESL Ontario 2016 Conference
Sheraton Center Toronto
Toronto,Ontario
Presented November 25, 2016
Before we start, please write down one thing
you desire to learn about game based
learning and/or gamification.
And one thing you already know
What do we mean when we say, “Game?”
The Problem of Language
Game is different from Play in English, but
not in several other languages. Be aware.
the German ‘speil’
the Dutch ‘spel’
the French ‘jeu’
the Korean ‘nori’ (놀이)
Italian, Japanese, Mandarin, Arabic
Ludi Magister
Game Based Learning
Game Based Learning
Using games to enhance learning outcomes
Using commercial or educator created games
Promotes Critical Thinking & Problem
Solving
Intrinsically and extrinsically motivational
Game Based Learning for

Language Classrooms
Accuracy or Fluency

(pick one)
Don’t re-invent the wheel
Commercial games available
Scrabble
Can be difficult for
students
Modify with rule changes
place students in teams
of 2-3 players
Use letter tiles for other
games
UPWORDS
Easier than scrabble
Less rule
modification
better for teaching
Body Boggle
Great TPR game for
learning letters and
spelling
Easy to steal idea for
your own classroom
games
Apples to
Apples
Good fluency
activity
With the right
group, lots of fun
and laughter
Taboo
Fun game for
vocabulary
teaching
Syllables
Depends of the
students but can be
a good game
(fair warning,
limited use in class)
Word Thief
Less frustrating for
some students than
Scrabble
Game still be a little
difficult for some
Pictionary
Difficult cultural
references for
some
Save your
money, just make
your own
blackboard version
Sentence
Cube Game
Can be fun for
some students
Game parts are
useful for other
games
Word Up
Best all around English
language teaching game out
there
Very much enjoyed by students
Great for multi-level and multi-
aged classrooms
http://www.teflgames.com 

(I get no kickbacks ;-)
A cultural touch stone…
Please finish this expression for me:
Go to jail, go directly to…
Three games from childhood for

every cultural language class
Monopoly(1904/1935) • Cluedo/Clue (1943) • The Game of Life (1860/1960)
Three games used with success
Designing your own Educational Games
(or why ‘Hangman’ is played wrong.)
Show me an inexperienced or untrained
language teacher



and I will show you someone playing the
game ‘Hangman’ (backwards)
The eight elements of successful
game design
Sensation (Game as sense-pleasure)
Fantasy (Games as make-believe)
Narrative (Game as drama)
Challenge (Game as obstacle course)
Fellowship (Game as social framework)
Discovery (Game as uncharted territory)
Expression (Game as self-discovery)
Submission (Game as pastime)
(Hunicke, LeBlanc, Zubek, 2004)
Gee & Koster... a conversation
The player must probe the virtual world.

A variable feedback system. The results of the encounter should not be completely predictable Ideally,
greater skill in completing the challenge should lead to better rewards.

Based on reflection while probing and afterward, the player must form a hypothesis about what something
might mean in a usefully situated way.

The Mastery Problem must be dealt with. High-level players can’t get big benefits from easy encounters or
they will bottom-feed. Inexpert players will be unable to get the most out of the game.

The player reprobes the world with that hypothesis in mind, seeing what effect he or she gets.

Failure must have a cost. At the very least there is an opportunity cost, and there may be more. Next time
you attempt the challenge, you are assumed to come into it from scratch – there are no –“do overs.”

The player treats this effect as feedback from the world and accepts or rethinks his or her original
hypothesis.
(Gee, 2003, Koster, 2005, italics and bold, theirs)
Don’t forget Gardner
Gamification
Gamification
Gamification is using game-
like elements to augment a
lesson or class to make
learning more game like
Term first used in 2002
Gamification commonly
employs game design
elements and game
mechanics
How do you gamify your class?
Leaderboards
Reward systems
Play like activities
Social activities
Adding fun to the mundane
Richard Bartle’s four player Types
Gamification difficulties
Poor or inconsistent
Gamification results in
demotivation
Punished by Rewards (Kohn, 1999)
“Purple Leisure” (Stebbins, 1997)
can destroy your gamified
classroom
Preparation time may be
better spent in other areas
Thanks for Listening
Todd Vercoe, M.A.
todd@tesolgames.com
@toddvercoe
Questions or Comments?

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GAME-BASED LEARNING AND GAMIFICATION FOR LANGUAGE CLASSROOMS

  • 1. GAME BASED LEARNING & GAMIFICATION FOR THE LANGUAGE CLASSROOM By Todd Vercoe, M.A. Presented for the TESL Ontario 2016 Conference Sheraton Center Toronto Toronto,Ontario Presented November 25, 2016
  • 2. Before we start, please write down one thing you desire to learn about game based learning and/or gamification. And one thing you already know
  • 3. What do we mean when we say, “Game?” The Problem of Language
  • 4. Game is different from Play in English, but not in several other languages. Be aware. the German ‘speil’ the Dutch ‘spel’ the French ‘jeu’ the Korean ‘nori’ (놀이) Italian, Japanese, Mandarin, Arabic
  • 7. Game Based Learning Using games to enhance learning outcomes Using commercial or educator created games Promotes Critical Thinking & Problem Solving Intrinsically and extrinsically motivational
  • 8. Game Based Learning for
 Language Classrooms Accuracy or Fluency
 (pick one)
  • 9. Don’t re-invent the wheel Commercial games available
  • 10. Scrabble Can be difficult for students Modify with rule changes place students in teams of 2-3 players Use letter tiles for other games
  • 11. UPWORDS Easier than scrabble Less rule modification better for teaching
  • 12. Body Boggle Great TPR game for learning letters and spelling Easy to steal idea for your own classroom games
  • 13. Apples to Apples Good fluency activity With the right group, lots of fun and laughter
  • 15. Syllables Depends of the students but can be a good game (fair warning, limited use in class)
  • 16. Word Thief Less frustrating for some students than Scrabble Game still be a little difficult for some
  • 17. Pictionary Difficult cultural references for some Save your money, just make your own blackboard version
  • 18. Sentence Cube Game Can be fun for some students Game parts are useful for other games
  • 19. Word Up Best all around English language teaching game out there Very much enjoyed by students Great for multi-level and multi- aged classrooms http://www.teflgames.com 
 (I get no kickbacks ;-)
  • 20. A cultural touch stone… Please finish this expression for me: Go to jail, go directly to…
  • 21. Three games from childhood for
 every cultural language class Monopoly(1904/1935) • Cluedo/Clue (1943) • The Game of Life (1860/1960)
  • 22. Three games used with success
  • 23. Designing your own Educational Games (or why ‘Hangman’ is played wrong.) Show me an inexperienced or untrained language teacher
 
 and I will show you someone playing the game ‘Hangman’ (backwards)
  • 24. The eight elements of successful game design Sensation (Game as sense-pleasure) Fantasy (Games as make-believe) Narrative (Game as drama) Challenge (Game as obstacle course) Fellowship (Game as social framework) Discovery (Game as uncharted territory) Expression (Game as self-discovery) Submission (Game as pastime) (Hunicke, LeBlanc, Zubek, 2004)
  • 25. Gee & Koster... a conversation The player must probe the virtual world.
 A variable feedback system. The results of the encounter should not be completely predictable Ideally, greater skill in completing the challenge should lead to better rewards.
 Based on reflection while probing and afterward, the player must form a hypothesis about what something might mean in a usefully situated way.
 The Mastery Problem must be dealt with. High-level players can’t get big benefits from easy encounters or they will bottom-feed. Inexpert players will be unable to get the most out of the game.
 The player reprobes the world with that hypothesis in mind, seeing what effect he or she gets.
 Failure must have a cost. At the very least there is an opportunity cost, and there may be more. Next time you attempt the challenge, you are assumed to come into it from scratch – there are no –“do overs.”
 The player treats this effect as feedback from the world and accepts or rethinks his or her original hypothesis. (Gee, 2003, Koster, 2005, italics and bold, theirs)
  • 28. Gamification Gamification is using game- like elements to augment a lesson or class to make learning more game like Term first used in 2002 Gamification commonly employs game design elements and game mechanics
  • 29. How do you gamify your class? Leaderboards Reward systems Play like activities Social activities Adding fun to the mundane
  • 30. Richard Bartle’s four player Types
  • 31. Gamification difficulties Poor or inconsistent Gamification results in demotivation Punished by Rewards (Kohn, 1999) “Purple Leisure” (Stebbins, 1997) can destroy your gamified classroom Preparation time may be better spent in other areas
  • 32. Thanks for Listening Todd Vercoe, M.A. todd@tesolgames.com @toddvercoe Questions or Comments?