Topic this week was gamified learning and its effectiveness in the classroom. The key characteristics for gamification are:

  • Rewards
  • Visually appealing
  • Progression of difficulty
  • Feedback
  • Limitations

Funnily enough, one common tool used as an example was Duolingo (of which I am almost at a 30 day streak). I have used Duolingo since high school so for almost 10 years and each time it almost becomes a bit addictive because you are so determined to not lose your streak. But I agree with much of the discussion in class, how much are you really getting out of it? I pick up the content quickly because much of it sounds like Italian and then I swiftly move on to the next lesson. How much of this knowledge is solidified however? I would argue not much. But everyday the little angry owl gets me to complete at least one lesson to not lose my streak.

On this note, to what extent are games effective in a second language learning classroom? I would say at least for Core French, games are essential. Obviously content in other classes is just as hard or harder than learning a new language, but Core French students are essentially learning content as if you wear teaching English to elementary school students. I have witnessed in LinktoPractice students in Core French rely on the games because it helps them solidify their knowledge in a low-stakes activity, as opposed to a paragraph or presentation. Most importantly, the students love working in teams when it comes to games, which I think is a key objective from the curriculums core competencies because it is allowing for an environment of communication and collaboration.

To end, I leave you with my favourite game to incorporate into any classroom, Jeopardy. Here is a link to one I made last year to teach English language students in France about Canada. I made it using JeopardyLabs, it is very straight forward to use and there is no pay wall.

https://jeopardylabs.com/play/canada-3203