Here is the link to the video that explains two new games that I have just invented to complement our songs.
If you want to print up the match game cards and play on your dining room table, the document is attached.
Here is a link to the Youtube video that explains the Roblox games I have created https://youtu.be/kk9a-6qgqfc
I integrate technology into teaching to use Gamification in the classroom, and to help kids practice at home. One of the best ways to learn, is through playing. Many kids spend hours on Roblox. I have created games to practice the target vocabulary that we are learning in our songs and stories. By synthesizing the learning, through multiple media, we can maximize exposure to it, and make the most of our hour of class per week.
The goal of the Roblox games is generally the same. You have to choose a path with correctly spelled words. Follow the correctly spelled words, and you get the end. Follow the incorrectly spelled words, and you have to start over.
You can play against other players, which makes you have to choose the correct words quickly, in order to win the race.
I have also integrated learning into mazes. By giving the students difficult mazes, with clues on the correct path using correctly spelled words, we have transformed mazes from busy-work into an activity with a learning goal.
I have created a new type of match game, with different points for different cards. Some are rarer than others, and are worth more points. There are common cards that are easier to match, but worth fewer points. The fun thing about the match game, is that it uses my Mr Andrew ESL Cards, which are actually just flash cards. We disguise the flash cards as trading cards. We give them funny names and have little jokes in the description. But they are just flashcards.
These trading cards/flash cards are also one of the ”Fabulous Prizes” that I give out at the end of class, when the students get 20 points in our classroom management system. For every 20 points, they can choose a prize. The idea is based on gamifying reward systems, by mimicking those used in video games. At the end of a round in a game, the player would receive pts, XP, etc. They then use these points to buy things in the game. The same idea works for my ”Fabulous Prizes” system. They sing a song and dance correctly. They get points. They can exchange those points for fabulous prizes. They are willing to do the work regardless, as it is fun, the songs are good and the stories are funny. But they appreciate being rewarded for their work. It’s like any job. At the end of the week, you expect to be payed for your work.
The distribution process for my trading cards/flash cards is also based on that of trading cards or “blind bag” toys that kids buy. Some of the flash cards are common, some are rare, some are ultra rare, some are special limited collector’s edition. By creating scarcity of demand, kids get super excited to pull an ultra-rare trading/flash card. It makes it special.
They can also choose other prizes. They can ”purchase an item from my store”, like they would in a video game. In reality, I will just print them up a drawing of something they like. But the whole process makes it special. By turning the mundane into ”Fabulous Prizes”, life gets a little more fun and special.
They can also choose to have a special lunch period where we eat and talk together; change their ClassDojo Avatar; get a sticker, or an old hockey card from my collection. Perception is reality, and if kids perceive these simple things to be ”fabulous prizes”, it’s real to them.
I have started looking for other ways to add grammatical and linguistic elements to games. I have created a “Spot the difference” games, with a vocabulary list, to integrate a linguistic element. I have also created virtual quizzes that help us practice the themes and vocabulary we’ve seen that period. It is easier to get students to play than to work. but by the end, they’ve worked by playing. By integrating gamification, we make work more like play.


