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Vocabulary by Gamification
Vocabulary by Gamification
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Vocabulary by Gamification
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Vocabulary by Gamification
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Vocabulary by Gamification
Journal Article

Vocabulary by Gamification

2018
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Overview
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.
Publisher
Wiley Subscription Services, Inc,Wiley-Blackwell,Blackwell Publishing Ltd
Subject

2‐Childhood

/ 3‐Early adolescence

/ 4‐Adolescence

/ Affective influences < Motivation/engagement

/ Attitude < Motivation/engagement

/ Autonomy

/ Choice

/ Classification

/ Classrooms

/ Content literacy

/ Curricula

/ Curriculum Design

/ Curriculum development

/ Depth of (higher level, literal level, etc.) < Comprehension

/ Design Preferences

/ Digital/media literacies

/ Domain knowledge < Content literacy

/ exposure

/ Extrinsic < Motivation/engagement

/ Game Theory

/ Games

/ Gamification

/ General vocabulary < Vocabulary

/ Higher order thinking skills

/ Instructional strategies

/ Instructional strategies; methods and materials

/ Interest < Motivation/engagement

/ Intrinsic < Motivation/engagement

/ Learner Engagement

/ Learning

/ Learning Motivation

/ Learning strategies < Strategies, methods, and materials

/ Mastery Learning

/ Motivation

/ Motivation/engagement

/ New literacies < Digital/media literacies

/ Persistence < Motivation/engagement

/ Personal Autonomy

/ Practice

/ preference < Motivation/engagement

/ Rewards

/ Scaffolding (Teaching Technique)

/ Selecting < Vocabulary

/ Self‐efficacy < Motivation/engagement

/ Specialized vocabulary < Vocabulary

/ Specific media (hypertext, Internet, film, music, etc.) < Digital/media literacies

/ Student Motivation

/ Student Participation

/ Students

/ Teaching

/ teaching strategies < Strategies, methods, and materials

/ Thinking Skills

/ Transformation

/ Vocabulary

/ Vocabulary Development

/ Vocabulary instruction

/ Vocabulary Skills

/ wide reading < Vocabulary