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Gamification Thesis-3

Gamification

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Uljan Mukan
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0% found this document useful (0 votes)
51 views11 pages

Gamification Thesis-3

Gamification

Uploaded by

Uljan Mukan
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Download as DOCX, PDF, TXT or read online on Scribd
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АСТАНА ХАЛЫҚАРАЛЫҚ МЕЖДУНАРОДНЫЙ

УНИВЕРСИТЕТІ УНИВЕРСИТЕТ АСТАНА

Individual final project on the topic: “The benefits of gamification and


interactive learning for speech development and motivation in primary
education” in discipline “Modern technologies of children’s speech
development”

“6B01709 – English and primary school teacher”

Student’s name: A. Baltash, A. Berdenbekkyzy, Z. Darkhanova, U. Mukan


Supervisor’s name: D.A. Malgazhdarova, G.S. Kazieva.

Astana, 2023

Contents:
Introduction ……………………………………………………………………3

The history of Gamification and it’s principle..………………………………..4

The Development of gamification in Kazakhstan.……………………………..4

Advantages and disadvantages of gamification..………………………………5

Game elements pyramid (Kevin Werbach and Dan Hunter) …………………6

Ways to improve speech development…………………………………………8

Conclusion..…………………………………………………………………….9

References …………………………………………………………………….10

Introduction
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Due to the fast development of Computer-Assisted Language Learning
(CALL), teachers and researchers have to cope with growing pressure to become
more technologically oriented and mobile applications. Gamification of education
is a developing approach for increasing learners’ motivation and engagement by
incorporating game design elements in educational environments. With the
growing popularity of gamification and yet mixed success of its application in
educational contexts. Primary education marks a critical period for language
acquisition and motivational development in children. In recent years, the
integration of gamification and interactive learning methodologies has emerged as
a promising approach to enhance speech development and motivation among
primary school students. To improve our understanding and offer more realistic
picture of the progress of gamification in education, consistent with the presented
evidence, we examine both the outcomes reported in the papers and how they have
been obtained. In this thesis, you will recognize people who have posted their
contributions to gamification.

This paper focuses on a fairly new motivational technique, the so-called


Gamification, which consists of introducing game mechanics in non-game
environments to promote motivation and engagement.

The history of Gamification and it’s principles

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Gamification is the process of engaging and motivating people in non-
gaming environments (like school or business) by introducing game components
(such points, rewards, and competition). It makes use of the psychological
components of gaming to increase task enjoyment and promote desirable behavior.

The idea of stimulating people is not new, but the term “gamification” was
not included in the mainstream vocabulary until 2010 [1]. It wasn't until a year
later that it became a viable trend. The growing popularity of gamification stems
from the belief in its potential to stimulate motivation, behavioral change, friendly
competition, and collaboration in various contexts such as customer engagement,
employee performance, and social loyalty. Like any new and promising
technology, it is applied in a wide variety of fields, including marketing,
healthcare, human resources, education, environmental protection and well-being.

Many great personalities have contributed to the development of


gamification. One of them is foreign scientist Karl M. Kapp. Karl is an award
winning professor and author or co-author of eight books including the bestselling
“The Gamification of Learning and Instruction” and “Play to Learn.” After
introducing, defining, and explaining the idea of gamification, Kapp analyzes a
number of game examples to identify the components that provide players the best
experience. He discusses why each of these components is essential to learning
achievement. The author provides peer-reviewed data from numerous studies in
The Gamification of Learning and Instruction, which is supported by substantial
research and provides insights into why game-based mechanics and thinking make
for engaging learning resources. Not all games or gamification initiatives are
created equal; to effectively gamify learning and instruction, instructional content
must be paired with appropriate game mechanics and game design. Beyond the
theoretical aspects, the author investigates the creation and advancement of
gamification initiatives. In addition to offering a paradigm for overseeing the
complete game and gamification design process, Kapp talks on how to write a
successful game design document [4].

The Development of gamification in Kazakhstan

There are many people who have invested their efforts in gamification in
Kazakhstan. One of them Malgazhdarova Dina Altaevna - PhD student, Lecturer at
Astana International University, the author of the book "Basic English for
beginners" and English learning game "ængime" [2].

Ængime is an English language game for children from 12 years old. She
has developed 5 board games called “ængime” to strengthen and replenish the
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lexical stock of words, train speech skills, as well as train grammatical structures
when teaching a foreign language. These games also develop memory, attention,
thinking, and speech. Games can be used as an auxiliary tool at the stage of
reproduction or consolidation of the studied topic. Each game includes a playing
field, a card set for memorizing words or answers to questions, 3 QR codes with a
presentation of grammar for teaching or self-study, repetition of material, a QR
code for listening and memorizing thematic words through the Quizlet website, a
QR code for completing a quest with grammar tasks as a reinforcement of the
completed themes via the website joyteka.com or grammar exercises via
Wordwall.

All games consist of a walking game board, on which there is a game cube
with shapes for moves. Walking games are one of the most well-known forms of
board games. It includes convenient flashcards, there are special questions and
examples with answers. Before the game, it is necessary to present the topic of
grammar, since the game was created to work out the passed topic.

Advantages and disadvantages of gamification

Gamification, or the use of game aspects outside of games, has several benefits in a
variety of fields. The following are some main benefits of gamification:

1. Higher Engagement: By adding components like competition, challenges, and


prizes, gamification draws in and holds players' attention. Higher levels of
participation and commitment may result from this increased engagement.

2. Motivation and Goal Accomplishment: Games are made to instill a sense of


accomplishment and advancement. When gamification is used outside of games,
people are better able to establish and meet goals, which increases motivation and
a sense of success.

3. Behavioral Change: By giving prompt feedback and incentives for desirable


behavior, gamification can affect and change behavior. This is especially useful for
staff training, educational environments, and health-related treatments.

4.Skill Development: Gamification frequently incorporates tasks and scenarios


requiring problem-solving that promote the growth and development of a variety of
abilities. This is relevant to educational settings, as gamified learning environments
improve practical and cognitive abilities.

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5. Team Collaboration: Social components incorporated into many gamified
systems promote cooperation and teamwork. This helps in the office, in the
classroom, and even in physical education and health activities.

6. Real-time feedback: Games give players instantaneous feedback, enabling


them to see the results of their actions right away. This feedback loop, which
allows for an ongoing cycle of assessment and change, is beneficial for learning
and development.

7.Data Gathering and Analysis: Gamification systems have the ability to gather
important information about user performance, preferences, and behavior.
Analyzing this data can reveal information about user engagement, learning trends,
and regions.

8. Improved Learning Experience: Learning becomes more engaging and


participatory when it is gamified. It has the power to change dry, boring classes
into engaging, dynamic experiences that help students understand and retain
difficult ideas.

9. Flexibility and Customization: Gamification platforms are frequently


adaptable, allowing them to be tailored to various audiences and circumstances.
This flexibility enables modification to meet the unique requirements and tastes of
individuals.

10. Enhanced Productivity: By adding game-like features to activities, creating


challenges, and providing incentives, gamification can enhance employee
productivity in the workplace. As a result, the workplace may become livelier and
more interesting.

The possibility of distraction, the possibility of fostering an excessively


competitive atmosphere, and the difficulty of sustaining long-term interest after the
novelty wears off are some drawbacks of gamification. Furthermore, when
gamification is not done carefully, it might cause rewards to take precedence over
intrinsic drive, which could undermine intended outcomes.

Game elements pyramid (Kevin Werbach and Dan Hunter)

According to Werbach and Hunter, figure 1 illustrates how "game elements


exist in a hierarchy." The authors classify game aspects into three categories:
components, dynamics, and mechanics. These terms and those in the MDA
framework are not interchangeable [3].

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Figure 1. Game elements pyramid from Werbach and Hunter (2012) in For the
Win

The framework known as the "Game Elements Pyramid" was introduced by Dan
Hunter and Kevin Werbach in their book "For the Win: How Game Thinking Can
Revolutionize Your Business." The pyramid highlights the different game features
and their motivational impact by organizing them in a hierarchical form. The Game
Elements Pyramid can be summarized as follows:

1. Loyalty Programs (Bottom Tier): These programs act as the pyramid's


base. These consist of fundamental incentive schemes like leaderboards,
badges, and points. Organizations wishing to introduce gamification
generally start with loyalty programs.

2. Progression (Middle Tier): Progression is the idea of advancement and is


represented by the middle tier of the pyramid. Reaching milestones, getting
new content unlocked, and leveling up are all components of this tier. Users
are motivated by progression because it gives them a well-defined sense of
achievement and a well-organized growth route.

3. Appointments (Upper Middle Tier): During an appointment, users can


interact with the gamified system at particular periods. Daily tasks, planned
occasions, and timed exercises might all fall under this category. Setting up
appointments fosters a routine and a sense of urgency.
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4. Communities (Top Tier): Communities are at the summit of the pyramid,
with a focus on teamwork and social interactions. Social sharing, forums,
and cooperative challenges are examples of community aspects. This level
acknowledges how important social ties are in boosting motivation and
engagement.

The purpose of the Game Elements Pyramid is to assist firms in organizing their
gamification strategy by taking into account how these elements are progressive
and interconnected. It promotes the usage of a range of game mechanisms to give
players a thorough and interesting experience.

It is noteworthy that although the pyramid offers a valuable structure, the efficacy
of gamification ultimately hinges on the deliberate incorporation of these
components in accordance with the particular objectives and target user base of the
gamified system.

Ways to improve speech development

Storybird

Storybird is an online resource that helps parents, teachers, and students of English
improve their language skills, particularly in writing and reading comprehension.
Students can develop visually appealing representations of their knowledge by
working in partnerships (such as author and artist) or by designing picture books
on their own [6]. Users will be enthralled with Storybird's cover page immediately
upon viewing it due to its eye-catching images and vibrant color scheme, which
focus readers' attention on the context of reading and writing. Three main story
genres are the focus of Storybird:

(1) Picture books

(2) Longform books

(3) Poetry.

eSpark is a personalized learning platform that offers children in kindergarten


through fifth grade customized learning routes according to their specific needs.
These pathways are made up of Quests, which are standards-aligned experiences in
math and reading that have multiple components, including a post-test, direct
instruction videos, practice (through games or online activities), formative

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assessments with feedback, critical thinking exercises, and student videos
demonstrating their learning [5].

Finger theatre- is a simulator for the development of speech and sensory-


motor functions. Dolls help the child develop the mobility of the fingers of both
hands, copy and invent the speech of the main characters, they will teach you how
to make small home performances [7].

Children's vocabulary is enriched and activated.

Coherent speech develops.

The sound culture of speech is developing.

The grammatical structure of the language is acquired.

Knowledge of fiction is consolidated;

Emotional expressiveness of speech develops.

AhaSlides is a platform to help you make interactive presentations. You can


use polls, word clouds, open-ended slides and other types of slides to create a
presentation that your audience can interact with live, using their phones [8].

Why Use AhaSlides?

To ensure that your audience are engaged and actively listening to what you say.

To collect opinions and ideas from your audience in real-time.

To provide a boost of activity for online and remote events.

To gather feedback in the form of a survey.

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Conclusion

In conclusion, the integration of gamification and interactive learning


methodologies in primary education offers multifaceted benefits for speech
development and motivation among students.

Nowadays, digitalization is developing very widely. His influence has also


made some changes in the field of education. In the lesson, we often use the game
to explain a new topic or practice a past lesson. It includes all types of games, from
board games to interactive games. Currently, gamification is an effective method
of increasing the activity and interest of students.

These approaches not only cultivate essential language skills but also nurture
a positive attitude towards learning speech-related tasks. Educators and curriculum
developers should further explore and embrace these innovative strategies to create
an engaging and effective learning environment that fosters speech development
and motivates students in primary education.

10
References

1. Marczewski, A. (2019). Introduction to Gamification Part 4: Motivation


(R.A.M.P, Maslow, SDT and more). Retrieved from
https://www.gamified.uk/2019/01/30/introduction-to-gamification-part4-
motivation-r-a-m-p-maslow-sdt-and-more/
2. Малгаждарова Д. А. (2023). Применение авторских настольных игр
“ængime” в качестве геймифицированного метода в преподавании
иностранному языку среди студентов 1 курса неязыковых
специальностей.
3. Werbach, K., & Hunter, D. (2012b). The Gamification Toolkit Game
Elements. In For the Win: How Game Thinking Can Revolutionize Your
Business. https://doi.org/10.1017/CBO9781107415324.004
4. https://www.wiley.com/en-ie/
The+Gamification+of+Learning+and+Instruction
%3A+Game+based+Methods+and+Strategies+for+Training+and+Education
-p-9781118096345
5. https://www.esparklearning.com/app/uploads/2023/08/eSpark-Theory-of-
Learning.pdf
6. https://blogs.umass.edu/onlinetools/learner-centered-tools/storybird/
#:~:text=Storybird%20is%20a%20great%20learner,printed%20through
%20the%20online%20shop.
7. https://dzen.ru/a/XadoWl1jYgCyRwEW
8. https://help.ahaslides.com/portal/en/kb/articles/what-is-
ahaslides#:~:text=AhaSlides%20is%20a%20platform%20to,with%20live
%2C%20using%20their%20phones

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