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Deborah Healey
English language teachers are generally quite familiar with using games in their
classrooms. We often use competition to enhance motivation with spelling, verb
tenses, vocabulary, and more. Teachers can employ ready-made language games
or create their own from templates, such as Snakes and Ladders or Jeopardy. But
just what counts as a game?
According to a number of writers, a game is any system with the following elements:
• Rules
• Some sort of challenge
• Feedback of some sort
• Interaction
• Fun
• (Often, but not always) an emotional response
An activity that is fun and challenging but has no rules should be called play rather than a game.
Gamification, on the other hand, is using game elements in non-game contexts.
The computer game Trace Effects was designed for use in the English language classroom. It is
both a fun activity for language learners and as a teaching tool for teachers. The main character,
Trace, has to accomplish certain tasks to complete each of the seven chapters. The player
chooses what Trace does and says to the other characters. Players get points for choosing
appropriate language – relevant and polite – in conversations with the game's characters. The
language and game play in the game get more difficult with each chapter. After completing a
chapter, the player has access to a graphic novel version of the chapter. The CD for the game
includes additional language practice relevant to each chapter and language games. The
Teacher's Edition DVD includes an extensive teacher's manual with suggestions for game-related
classroom activities. The Teacher's Edition also includes a video walkthrough of the game.
About gamification
For gamification, teachers need to think about using "game mechanics" in the classroom.
Manrique describes 35 game mechanics in A Simple and Easy to Use Toolkit for Gamification
Design (2013). Teachers already use several of these, such as:
• Collaboration (Party/Team) and competition (Player vs. Player)
• Rewards (such as stars)
• Experience Points (numerical value for actions, such as grades)
• Game Constraints (rules)
The video Gamifying Education (Extra Credits, 2012) explains why gamification could be good
in education. One reason is persistence, the willingness to keep trying and not give up. This is
closely related to resilience, the ability to come back from failure. Gamers try to learn from their
mistakes and keep playing. The video also offers a concrete suggestion for teachers to encourage
persistence and resilience. In games, the player starts with zero points, and points add up. In a
classroom, learners start with 100% and lose points with each mistake on an assignment and quiz.
A change in grading to add up rather than down would give the learner points and a sense of
success with each assignment.
Gamification is more than just adding points, badges, and levels. As Dodson points out (Catalano,
2012), "the way the user experience is framed – providing feelings of competence, of being in
control and that the outcome matters – is critical." As teachers, we should see our learners as
active in the classroom – as "players," with choices. Learners need to do more than accumulate
points for the work they do. Badges can be used to reward collaboration or other
desirable classroom behavior. The levels that students achieve via points should be
meaningful, showing actual achievement. Major projects can be described as Quests.
Activity and sharing outside the classroom can turn Quests into Epic Challenges.
Teachers can start small. Vocabulary or grammar work can be gamified first, for
example. Adding game elements and gamifying thoughtfully is the key to adding
motivation that is effective in the classroom.
Game on!