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Guia Docente · Inicial · 2024
Guia Docente · Inicial · 2024

Ministerio de Educación del Ecuador

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Anexo 2: Methodology — Gamification (in English)

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1
Ejercicio 1

Anexo 2: Methodology

Below you will find an example of one of the active methodologies and strategies for the active teaching process, collaborative learning techniques, use of educational technology, demonstrations, debates, projects, among others, with a CITAM+H approach for the Preschool.

Methodology: GAMIFICATION

Definition

Gamification incorporates game design elements into non-playful situations to influence behavior and motivate students. It encompasses an attitude, learning strategy and movement, transitioning from design principles, processes and systems that engage and influence individuals, groups and communities. Gamification utilizes game-based mechanics, aesthetics and thinking to engage, motivate, facilitate learning and problem-solving.

Use

  • Incorporating games into the classroom is an effective way to teach English.
  • Gamification can improve learning outcomes, helping students retain information.
  • Offers real-time feedback, allowing students to track progress.
  • Despite association with technology, the absence of tech should not hinder creativity.

Teaching Sequence — True Beginners — Initial and Preparatory

Before During After
Set clear learning objectives and outcomes Engage students, ensure they understand rules Discuss the activity (what went well, challenges, lessons)
Introduce game mechanics, rules, expectations Provide support and monitor progress Review main objectives
Provide background information or resources Encourage collaboration, critical thinking, problem-solving Give feedback and connect with overall learning

General Recommendations

  • Make sure you know what you want students to learn.
  • Connect the game to what you're teaching.
  • Be there to help students understand rules.
  • Give students feedback.
  • Think about fairness: address fairness issues so the game respects all students.
  • Games like Hangman, Pictionary and Bingo can be adapted to teach English vocabulary and grammar.

Preguntas abiertas

1
Ejercicio 1

** How can I adapt Hangman or Bingo to be inclusive for SEN students?

Respuesta orientativa: Use pictures instead of letters, allow peer support, simplify vocabulary, use larger cards, allow extra time.

Diagrama 1

Gamification teaching sequence

flowchart LR
  A[Before: Plan & Introduce] --> B[During: Engage & Support]
  B --> C[After: Discuss & Feedback]

Tablas

Phase Teacher's role
Before Set objectives, introduce mechanics, provide resources
During Engage, support, monitor, foster collaboration
After Discuss, review, give feedback

Glosario

  • gamification: Application of game design elements (points, badges, levels, challenges) to non-game contexts to motivate learning.
  • game mechanics: Rules and feedback systems that drive engagement in a game.
  • Hangman: Word-guessing game in which players try to identify a hidden word letter by letter.
  • Pictionary: Drawing-based guessing game.
  • Bingo: Number/word matching game played on cards or grids.
  • fairness: Principle that all students have equal opportunity to participate and succeed.
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Preguntas que la gente también hace

How can I adapt Hangman or Bingo to be inclusive for SEN students?
Consulta la solución completa arriba o explora el libro entero para temas relacionados.
📌 Antes de leer esto
  • Ver pág. 52: Continuación con orientaciones colaborativas, tecnológicas y STEAHM.
Siguiente tema sugerido
Anexo 2 (continued): Collaborative work, technology and STEAHM toolbox
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Anexo2: Methodology

Below, you will find an example of one of the active methodologies and strategies for the active teaching process, collaborative learning techniques, use of educational technology, demonstrations, debates, projects, among others, with a CITAM+H approach for the Preschool

Methodology: GAMIFICATION

Definition

Gamification incorporates game design elements into non-playful situations to influence behavior and motivate students. It encompasses an attitu- de, learning strategy, and movement, transitioning from design principles, processes, and systems that engage and influence individuals, groups, and communities. Ultimately, gamification utilizes game-based mechanics, aesthetics, and thinking to effectively engage, motivate, facilitate learning, and address problem-solving.

Use

Incorporating games into the classroom can be an effective way to teach English.

Gamification can improve learning outcomes by helping stu- dents retain information more easily, leading to higher test scores.

Gamification offers real-time feedback, allowing students to track their progress and adjust their learning strategies ac- cordingly.

Despite the close association between games and technolo- gy, the absence of technological resources should not hinder creativity in incorporating games into the classroom

Teaching Sequence - True Beginners - Initial and Preparatory

What to do before? / Teacher's role. Teacher's role.

Set clear learning objectives and outcomes for the gamified activity. Introduce the game mechanics, rules, and expectations to the stu- dents.

Provide any necessary background information or resources to prepare students for the activity.

Engage students in the gamified activity, ensuring that they unders- tand the rules and objectives. Provide support and guidance as needed and monitor student pro- gress and engagement.

Encourage collaboration, critical thinking, and problem-solving skills throughout the activity.

What to do during the activity? / ¿What to do after the activity? / Tea-

cher's role.

Discuss the activity with your students, talking about what went well, any challenges they faced, and what they learned. Go over the main things they were supposed to learn and achieve and see how well they did. Give feedback and encou- rage them to think about how the activity connects to what they're learning overall.

General Recommendations (development of foundational learning and cross-cutting competencies)

Make sure you know what you want students to learn from the game. This will help connect the game to what they're

supposed to be learning in class.

Connect with what you're teaching, the game should fit with what you're already teaching in class. Use game ele- ments to make the material more interesting and help students learn better.

During the game, be there to help students understand the rules and what they're supposed to do. This way, they

can get the most out of the activity.

Give students feedback. This helps them see how well they did and what they can do better next time. It also helps

them use what they learned in future activities.

Think About Fairness: Games can sometimes bring up fairness issues. Make sure to think about and deal with any

problems, so the game is fair and respects all students.

Games like Hangman, Pictionary, and Bingo can be adapted to teach English vocabulary and grammar.

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