WEEK 8 (679) – How do you or might you use language to change the way your students think about learning in the classroom?

People who understand what makes a good system have found that having a common language is important.  It is an essential piece to developing a good system, or in this case, a game.  I can see how changing your language to meet the needs of your game and to help your student understand what is going on would be helpful and important.

Part of the power of gamification is putting content in a different context such as an adventure or new world.  In order to keep students engaged, vocabulary is important.  For some students, words like assignments, test and homework have negative connotations.  If a teacher is trying to create a game where super heroes are working to save the world from pollution, vocabulary will help students stay in character.

To keep the gamification vibe in your classroom, try using words like quests, challenges, missions, and levels.  Instead of intelligence, grades or products, you should use points, progress and powers.  These words have fewer negative connotations and are less likely to turn students off.

Changing some vocabulary in your language can be fun, but Matera in his book Explore Like a PIRATE: Gamification and Game-Inspired Course Design to Engage, Enrich and Elevate Your Learners say it is much more than this.  He says, “Learning was no longer about earning a grade, it was about discovery and growth.”  Matera believes that language should be action oriented.  He suggests using language that helps student think about what should be done.

He believes that classes should use words like curiosity, resilience, initiative, focus, effort, enthusiasm and confidence.  The interesting thing that Matera doesn’t discuss is that this vocabulary focuses on a growth mindset.  It is not about grades or who is mart, it is about initiative, drive and curiosity.

I will definitely focus on using the Matera’s action-based vocabulary.  Many times improvement comes from subtle changes in attitude and this is a change that is needed.

 

 

Resources

 

Caponetto, Ilaria & Earp, Jeffrey & Ott, Michela. (2014). Gamification and Education: a Literature Review. Proceedings of the 8th European Conference on Games-Based Learning – ECGBL 2014. 1. 50-57

Matera, M. (2015). Explore Like a PIRATE: Gamification and Game-Inspired Course Design to Engage, Enrich and Elevate Your Learners. Dave Burgess Consulting, Inc..

Moak, C. (22014, October). Gamification Vocabulary. Quizlet. https://quizlet.com/52906459/gamification-vocabulary-flash-cards/

Kingsley, T. (2017, November 9). Vocabulary by Gamification. The Reading Teacher. https://ila.onlinelibrary.wiley.com/doi/abs/10.1002/trtr.1645#:~:text=Gamification%20uses%20game%20elements%20such,engage%20students%20in%20the%20classroom.&text=Designing%20a%20gamified%20vocabulary%20curriculum,of%20activities%20into%20quest%20challenges.

By waclawskid

3 comments on “WEEK 8 (679) – How do you or might you use language to change the way your students think about learning in the classroom?

  1. Developing language and incorporating more as the game builds does not sound like an easy task. Will need to take time and maybe use the definition instead of the term the first few times, then add the term. I don’t know. Good post.

  2. Consistency is hard at first with a vocabulary shift. I have found myself waffling back and forth on terms, but as the teacher and students get more used to using them, the terminology tends to stick.

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