0% found this document useful (0 votes)
5 views6 pages

Gamifying English Lessons for Engagement

Uploaded by

armaslisseth8
Copyright
© All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
0% found this document useful (0 votes)
5 views6 pages

Gamifying English Lessons for Engagement

Uploaded by

armaslisseth8
Copyright
© All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd

1

AMBATO TECHNICAL UNIVERSITY


HUMAN SCIENCES AND EDUCATION FACULTY
PEDAGOGY OF NATIONAL AND FOREING LANGUAGES

Student:
Lisseth Yanchapaxi
CLASSROOM PROJECTS
“REFLECTION: GAMYFING A LESSON”

Mg. Dorys Cumbe


Thursday, 11 September. 25

AMBATO- ECUADOR
2

Reflection

Objective:

The aim of the class was to reinforce vocabulary, improve pronunciation, and encourage

teamwork through fun activities. The explanation was clear: our task was to complete missions

by following the instructions given in the songs and challenges.

Time Management:

The tasks were planned uniformly, giving each group enough time to complete their

mission. The class lasted approximately two hours. From the beginning, the dynamics were

structured correctly; subsequently, the activities were carried out. We finished a little before two

hours, which allowed us to end the recreational activity in an orderly manner.

Instruction/Clarity:

Overall, the guidelines were easy to follow, and every activity was clarified before being

carried out. Nevertheless, when it was time to sing the song for another group to identify, the

initial explanation was not very clear; however, after performing the task, the process became

easier to understand.

Student Engagement:

The students showed a high level of interest. By including points, badges, and missions, it

encouraged active participation and made everyone want to win. In addition, student engagement

increased because the winning team received a special reward: a pass to skip one assignment.

This incentive made all the groups more enthusiastic and eager to participate.
3

Creativity/Variety:

The lesson was highly original. We incorporated songs, mission envelopes, question-

filled balloons, and a variety of group tasks, which made the experience engaging, diverse, and

distinct from a conventional class.

Gamified Lesson

Code Breakers: Grammar Adventure

Level: A1–A2

Total duration: 45 minutes

General objectives

To practice and reinforce English grammar structures (present simple and past simple)

through problem-solving, collaboration, and gamification challenges.

Mission 1: Grammar Detectives

Objective:

Identify and correct grammar mistakes in short sentences.

Duration:

10 minutes.

Materials:

Worksheet with 10 sentences containing grammar mistakes, pens, and paper.

Instructions:

Students work in teams to find and correct the mistakes in the sentences. Each correct

correction earns points.


4

Example clues:

“I go to the park yesterday” → find and correct the verb.

Points:

10 points per correct correction.

Badge:

“Grammar Sleuth” badge for the team with all corrections correct.

Quest:

Correct at least 7 sentences to unlock Mission 2.

Reward:

A “grammar detective” icon and a sweet treat for each team member.

Mission 2: Sentence Builders

Objective:

Create correct and meaningful sentences using given words.

Duration:

10 minutes.

Materials:

Word cards (verbs, nouns, adjectives), pens, and paper.

Instructions:

Teams select cards and construct correct sentences in present or past simple. Each

sentence must be grammatically accurate and make sense.

Example Clues:

Cards: she / read / book / yesterday → sentence: “She read a book yesterday.”

Points:
5

15 points for each grammatically correct sentence.

Badges:

“Sentence Master” badge for the team with the most accurate sentences.

Quest:

Build at least 5 correct sentences to advance.

Reward:

Extra points and verbal recognition for creativity.

Mission 3: Story Quest

Objective:

Apply grammar knowledge in a collaborative storytelling activity.

Duration:

10 minutes.

Materials:

Story prompt cards, paper, markers.

Instructions:

Teams must create a short story using at least 8 sentences in present and past simple.

Each team member must contribute at least one sentence.

Example Clues:

Story starter: “Yesterday, my team discovered a hidden treasure…” → continue the story

using correct grammar.

Points:

20 points for creativity, grammar accuracy, and teamwork.

Badges:
6

“Story Hero” badge for the most engaging story.

Quest:

Successfully complete the story to finish the adventure.

Reward:

Symbolic prize (applause, small token, or extra participation points).

Closing activity (5 minutes)


Teams reflect on their grammar learning, share their stories, and celebrate the winning

group with all the badges and highest points.

Conclusion:

Gamification in the classroom significantly enhances student engagement, motivation,

and active participation. By turning learning into interactive missions, challenges, and quests,

students become more focused and eager to accomplish tasks while developing key skills such as

collaboration, critical thinking, and problem-solving. Additionally, gamification provides

immediate feedback through points, badges, and rewards, which encourages continuous

improvement and reinforces positive behavior. Overall, incorporating gamified elements

transforms traditional lessons into dynamic learning experiences, making the acquisition of

knowledge more enjoyable, meaningful, and memorable for students.

You might also like