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2013-2015 Comenius & eTwinning Project Lycée Giraux Sannier Marie-Hélène Fasquel December 1, 2014 – LPM. GAMES Let’s learn/teach with games

Gamification webinar - December 1, 2014

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Page 1: Gamification webinar - December 1, 2014

2013-2015

Comenius & eTwinning Project

Lycée Giraux SannierMarie-Hélène Fasquel

December 1, 2014 – LPM.

GAMES Let’s learn/teach with games

Page 2: Gamification webinar - December 1, 2014

Language and Literature teacher, Lycée International Ile de Nantes, American OIB,

Formerly ESL teacher at Lycée Giraux Sannier,

ICT trainer,

eTwinning ambassador,

Microsoft Expert Educator (2014 and 2015, International Innovation Prize in 2014, UNESCO National Innovation Prize, 2013),

Writer (Ellipses & Hatier, author &

co-author)

2

Biography

Page 3: Gamification webinar - December 1, 2014

3

Meeting students’ needs• Having their work and efforts recognized,• Studying in an innovative and creative way• Having fun and enjoying the course.

Meeting the teacher’s needs• Engaging students (weak/shy/disengaged),• Promoting self confidence, creativity,

imagination, resilience (disengaged st.),• Bringing out the students’ various talents

(whatever they are: music, dancing, drawing, writing, …)

Birth of the project

Page 4: Gamification webinar - December 1, 2014

Combining 4 major motivation factors ICT collaboration, content creation,

online publishing – sharing one’s work

fun and engaging activities – not beingaware of the efforts made

Opening onto the international

authentic communication / engagement

Draws/competitions, excellence certificatesand prizes

4

Main objectives

Page 5: Gamification webinar - December 1, 2014

Motivation

nurturing creativity

(games and engaging activities),

sharing online,

Task-based approach,

Improving one’s command of English,

Communicating.

5

The project’s objectives

Page 6: Gamification webinar - December 1, 2014

Online curation on Scoop.it!

2 ongoing experimentations (2013-15)

Gamification: learning while producinggames for one’s partners (Comenius Project)

Gamification curation

flipped classroom curation6

2 ongoing projects

Page 7: Gamification webinar - December 1, 2014

Project-based approach

To make games, you need to master the topic

Students want to do well – everything is published online pride in their work/in the outcomes

They share and help others learn

The constant goal = engaging students, helping themimprove their command of English, learn about differentcultures, new technologies – 21st century skills

Playing the partners’ games to learn

Communicating directly in English, only common languageof the 7 different partner countries-- authenticity

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An engaging approach

Page 8: Gamification webinar - December 1, 2014

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Gamification

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Games are very useful to teach as…• They are interactive,• fun,• The student has a problem to solve,• He/she can win and actually plays/works

without realizing it! (Perfect for disengagedstudents)

Page 10: Gamification webinar - December 1, 2014

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Online tools & websites

10creating gamesSpelling cityClasstoolsQuizlet

Page 14: Gamification webinar - December 1, 2014

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Any questions?

Have you tried to gamify your classes?

Let’s share other ideas to help our students

improve and engage!

Our pad

What about you?

Page 15: Gamification webinar - December 1, 2014

diploma generator

Best works

Certificate

Gift

Handed out by the school’s headmaster

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Competitions

Page 16: Gamification webinar - December 1, 2014

For instance: the fight for the environment, a real issue and a real goal (changing the world, first step…)

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Engaging & meaningfultopics

Page 17: Gamification webinar - December 1, 2014

For the students:• Pleasure to study, • More personal work• MOTIVATION For the teachers:• Students tended to improve• More ambition on their part (published works)• Student-created content (new role)Difficulties:• A lot of energy and work is needed to set up a Comenius

project• Differences in availability (international project, different

holiday dates, different types of lessons, different schoolsystems)

• Destabilization of some students at the beginning of the project 17

Outcomes/Conclusion

Page 18: Gamification webinar - December 1, 2014

Any questions?

Any feedback?

Any other useful websites to gamifyour classrooms? Our pad

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What about you?

Page 19: Gamification webinar - December 1, 2014

The program Partners in Learning (PiL) allowseducators to

Join a worldwide community of dedicated and innovative teachers &

Get free training (tutorials,webinars, resources).

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International community

Page 20: Gamification webinar - December 1, 2014

• My latest learning activity• Documents• Feel free to contact me, to join the community

(I will invite you), to work together or to askfurther questions!

• Write your information (name/email address) on our Pad please?

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International community

Page 21: Gamification webinar - December 1, 2014

Feel free to contact me!

[email protected] Twitter: @mariehel2 Slideshare

My files on Slideshare.blogOn Facebook, LinkedIn &Google+, eTwinning: Marie-Hélène Fasquel

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Contact -- References

Page 22: Gamification webinar - December 1, 2014

Anglais, Entraînement

et auto-évaluation,

Compréhension Ecrite,

Expression Ecrite,

Ellipses,

Paris, 2010.

Extract

Contents

22

References

Page 23: Gamification webinar - December 1, 2014

Bac en Vue,

Anglais, Spécial

Vocabulaire, Ellipses,

2011.

Extract

Contents.

23

References

Page 25: Gamification webinar - December 1, 2014

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Thank you very much for yourattention and participation!