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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
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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.
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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.
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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:
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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:
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“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.