ERIC Number: EJ1170698
Record Type: Journal
Publication Date: 2018
Pages: 11
Abstractor: As Provided
ISBN: N/A
ISSN: ISSN-0034-0561
EISSN: N/A
Vocabulary by Gamification
Kingsley, Tara L.; Grabner-Hagen, Melissa M.
Reading Teacher, v71 n5 p545-555 Mar-Apr 2018
Gamification uses game elements such as quests, challenges, levels, and rewards to motivate and engage students in the classroom. Given the engagement that students feel during gameplay, it is sensible to include elements of game design to motivate students and create a space for comprehensive vocabulary instruction. Designing a gamified vocabulary curriculum begins with clear learning goals, a careful selection of key terms, and the transformation of activities into quest challenges. This article shares how to design a gamified vocabulary curriculum to scaffold higher order thinking skills. Snapshots and examples of vocabulary gamification, along with suggestions for everyday practice, are included and aligned to the levels of Bloom's taxonomy. A discussion on how gamification supports student autonomy and mastery learning in a goal-oriented environment is provided.
Descriptors: Vocabulary Development, Vocabulary Skills, Game Theory, Curriculum Design, Design Preferences, Thinking Skills, Scaffolding (Teaching Technique), Personal Autonomy, Student Participation, Student Motivation
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Publication Type: Journal Articles; Reports - Descriptive
Education Level: N/A
Audience: N/A
Language: English
Sponsor: N/A
Authoring Institution: N/A
Grant or Contract Numbers: N/A