Monday, March 24, 2014

Let Us "Escape The Room"

As i learned the term gamification, I knew that it has been defined in a number of different ways.


"Wiki defines Gamification as the infusion of game design techniquesgame mechanics, and/or game style into anything. This definition is purposely broad to support the many uses of the word outside of the context of business." Games can be attractive and make students feel engaged, which can help them learn and practice. Games are primarily valuable due to the emotional responses they evoke and the experiences they engender in their players.Franciosi suggests that "both casual games and serious games can play arole in second language development. He states that arcade type or flashcard gameswould work well for practicing discrete subsets of skills because they tend to be repetitive andrequire players to practice isolated or very small sets of skills, and comewith the added benefit of a dynamic, computer-mediated interaction thatsupports flow. On the other hand, role play games, strategy gamesor simulations can be used to integrate skillsin holistic problem-solving activities." From his article we can learn that gamification in education is also rational and important. 

The game I played is named "The Ballard of Ketinetto 7 ".It is an "escape" game, which I found a little bit difficult and asked for patience and intelligence to perform. I played it for a long time but still cannot "escape". The learning objectives can be learning new words from the walkthroughs or learning how to write a walkthrough by playing escape games. Students are asked to play the game in pairs under the guidance of the walkthrough, and because the game itself is very interesting and engaging, students are easily get involved. As teachers, we can choose a game that has vocabulary which is relevant to the needs and level of the learners, and guide the learners to play the game step by step. A walkthrough is a step-by-step solution to the game, and I will use it either as a guidance when students are playing the game and meeting with some difficulties, or as a post-game review to help students learn the language in the walkthrough. Using images from the game can be great helpful because the images are vivid explanation about each step we should take. I will use images when showing learners what to do next. The simple way to assess weather the objectives have been meet is to give out a little quiz about what we learned on the class, perhaps it is a quiz about new vocabulary or new sentence structures. 

 

2 comments:

  1. For many games the walk through is a real necessity for most people!

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