IATEFL 2015 – Can you escape (from the LTSIG PCE showcase)?

AT IATEFL 2015, I led a short playthrough session at the LTSIG PCE on the app "Can you Escape?" In this repost, I review the session and my ideas for using the app with language learners.

Advertisements

IATEFL 2015 – Getting Gamification Beyond the Basics

At IATEFL 2015, I saw two talks on gamification (one live and one via IATEFL Online). This post reviews both talks and considers the best way to adapt the idea of gamification to an ELT setting.

IATEFL 2014 – Gamified Language Educational E-tivities (Karenne Sylvester)

This post from the archives is a review of Karenne Sylvester's talk from IATEFL 2014 on how to approach gamification in the most effective way.

IATEFL 2014 – Teaching English via Computer Games (Mykhailo Noshchenko)

A return to the ELT Sandbox archives with my review of a talk by Mykhailo Noshchenko about using Skyrim with EAP students. This post originally appeared at http://eltsandbox.weebly.com/1/post/2014/04/iatefl-2014-teaching-english-via-computer-games-mykhailo-noshchenko.html in April 2014.

Play Mobile – Digital Game-based Learning with Handheld Devices

Originally written for TESOL France Teaching Times in 2015, this article explores reasons and ideas for using mobile games in the language classroom.

What Playing Minecraft Has Taught Me About Learning

Thoughts from the first couple of weeks of #evomc2017, during which time I have largely stuck to playing alone. I have been taking the time to read up, relearn, reflect and experiment in the game. Being in the position of the casual gamer trying to improve his skills has given me the cause to think about what it means to learn something and these are my thoughts so far.

My First Day in #Minecraft

My first day in Minecraft, like those of most others, did not end well. This post narrated the events of the that day and includes a quick lesson idea inviting our learners to do the same.

A Quick History of Digital Game-based Language Learning [Video]

Using video games in language education has become a hot topic it recent years, but it has a surprisingly long history. In this video, I discuss research, barriers and advances in game-based learning over the last thirty years and discuss why now is an exciting time for DGBL. This presentation is based on the following article: Dodgson, D (2016). Pixelated Circles: 30 years of game-based language learning. C&Ts (IATEFL YLTSIG Magazine) Special Pearl Jubilee Edition, pp 64-66

2017 Update

A look forward to my plans and hopes for developing my ideas about game-based learning more over the coming year.

When Gaming and Cultural Styles Clash, We Need an Attitude Adjustment

As Clash of Clans is set to be banned in Iran, this post makes the case to move on from the cliched 'games are violent' argument and start focusing on changing stakeholders' attitudes instead.