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Actionbound uygulaması ile görevlerimizi belirliyoruz

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Actionbound oyunu ile görevlerimizi buluyoruz

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plickers uygulaması ile soru ssor ve cevapla

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phet uygulaması ile enerji dönüşümü oyunu

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phet uygulaması ile hücre bölünmesini keşfediyoruz

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FENBALA

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FENBALA

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IT WORKED: Gamification in the Classroom

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Fatih Sultan Mehmet İmam Hatip Ortaokulu Boyabat/Sinop

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Fatih Sultan Mehmet İmam Hatip Ortaokulu Boyabat/Sinop

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We use the application "Class DoJo" to provide the collaboration of teacher, students and parents in our classroom. Thanks to Class DoJo, students and parents  have the chance to see sharings(photos,videos and notifications) about the class. Moreover, as a teacher, you can give points to students' attitudes during the lesson. That makes students more self-conscious about what they are doing.

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Planning for an ETwinning Project

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INFO PART-we will give you infos about etwinning quality label coding games and like that.
OUR MEETING-we will give summaries of the events on etwinning facebook messenger and meetings
WHERE ARE YOU?-add your school on the zeemap
THE INTRODUCTION OF THE SCHOOL-introduce you school by using any way.
WHO ARE YOU?(fOR TEACHERS)-Introduce yourself by using avatar(bitmoji)
WHO ARE YOU?(fOR STUDENTS)-your students make your avatar by using bitmoji and introduce themselves
OUR CERTIFICATES-our learning events-courses certificates can be added
A SURVEY ABOUT GAMES-we will make a survey about games for students.so you should add your questions on this part.I will create a survey for you
INTROS AND ANIMATIONS OF THE PROJECT-you can introduce the project by using different web2 tools
OUR POSTERS-OUR LOGOS-you and your students create posters and logos.We will make a logo competition
HOW TO PLAY-we will give information about different games
OUR GAMES-we will share our games played by us
EXTENTION OF GAMES-we will share our works on EBA,etwinning,school website,local press and we can add the links
DUELS OF THE GAMES AND PARTNERS-we will play games together and share them
FINAL PRODUCTION-we will create a common production,a web site and ebook
STUDENTS' MESSAGES-students share their feelings
TEACHERS' MESSAGES-we will share our feelings about the project and everything
ASSESSMENT OF THE PROJECT-we will make a survey about the project or we can use different ways to evaluate the project

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This is a large collection of classroom games and activities for students of English as a foreign language of all ages.

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How do you keep your kids busy on a rainy day? Can you amuse a large group of children? What about noisy activities for boisterous, bored kids? Card games, party games, quiet activities, energetic activities, indoor games, thinking games and outdoor activities - we have them all!

We have tried to organize this section so that it is easy for you to find an idea for every occasion, and we are adding new games and activities constantly. Explore our kids games and activities below.

Alternatively, you may browse all our children's games sorted alphabetically.

Sometimes children get the most satisfaction from a game which they have made themselves - whether...

Maths games (math games) which make learning fun! You'll find a great collection below which will...

The games below will get your children to hone their memory skills and they won't even realise it!...

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How do you keep your kids busy on a rainy day? Can you amuse a large group of children? What about noisy activities for boisterous, bored kids? Card games, party games, quiet activities, energetic activities, indoor games, thinking games and outdoor activities - we have them all!

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Games and fun activities are a vital part of teaching English as a foreign language. Whether you're teaching adults or children, games will liven up your lesson and ensure that your students will leave the classroom wanting more.

Games can be used to warm up the class before your lesson begins, during the lesson to give students a break when you're tackling a tough subject, or at the end of class when you have a few minutes left to kill. There are literally hundreds, probably thousands, of games that you can play with your students. EFL games are used to test vocabulary, practice conversing, learn tenses - the list is endless.

This list of ten classic ESL games every teacher should know will help get you started and feeling prepared. Having these up your sleeve before stepping into the classroom will ensure your lessons run smoothly, and, should things get a little out of control, you'll be able to pull back the attention of the class in no time.
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1. Board Race

There isn't an EFL teacher I know who doesn't use this game in the classroom. Board Race is a fun game that is used for revising vocabulary, whether it be words from the lesson you've just taught or words from a lesson you taught last week. It can also be used at the start of the class to get students active. It is a great way of testing what your students already know about the subject you're about to teach.

This is best played with 6 students or more - the more, the better. I've used it in classes ranging from 7-25 years of age and it's worked well in all age groups.

How to Play:

Split the class into two teams and give each team a colored marker.

If you have a very large class, it may be better to split the students into teams of 3 or 4.

Draw a line down the middle of the board and write a topic at the top.

The students must then write as many words as you require related to the topic in the form of a relay race.

Each team wins one point for each correct word. Any words that are unreadable or misspelled are not counted.

2. Call My Bluff / Two Truths and A Lie

Call My Bluff is a fun game which is perfect at the start of term as a 'getting to know you' kind of game. It is also a brilliant ice breaker between students if you teach classes who do not know one another -- and especially essential if you are teaching a small class size.

The game is excellent for practicing speaking skills, though make sure you save a time for after the game to comment on any mistakes students may have made during the game. (I generally like to reserve this for after the game, so you don't disrupt their fluency by correcting them as they speak).

With older groups you can have some real fun and you might be surprised what you'll learn about some of your students when playing this particular EFL game.

How to play:

Write 3 statements about yourself on the board, two of which should be lies and one which should be true.

Allow your students to ask you questions about each statement and then guess which one is the truth. You might want to practice your poker face before starting this game!

If they guess correctly then they win.

Extension: Give students time to write their own two truths and one lie.

Pair them up and have them play again, this time with their list, with their new partner. If you want to really extend the game and give students even more time to practice their speaking/listening skills, rotate partners every five minutes.

Bring the whole class back together and have students announce one new thing they learned about another student as a recap.

3. Simon Says

This is an excellent game for young learners. Whether you're waking them up on a Monday morning or sending them home on a Friday afternoon, this one is bound to get them excited and wanting more. The only danger I have found with this game is that students never want to stop playing it.

How to Play:

Stand in front of the class (you are Simon for the duration of this game).

Do an action and say Simon Says [action]. The students must copy what you do.

Repeat this process choosing different actions - you can be as silly as you like and the sillier you are the more the children will love you for it.

Then do an action but this time say only the action and omit 'Simon Says'. Whoever does the action this time is out and must sit down.

The winner is the last student standing.

To make it harder, speed up the actions. Reward children for good behavior by allowing them to play the part of Simon.

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4. Word Jumble Race

This is a great game to encourage team work and bring a sense of competition to the classroom. No matter how old we are, we all love a good competition and this game works wonders with all age groups. It is perfect for practicing tenses, word order, reading & writing skills and grammar.

How to play:

Write out a number of sentences, using different colors for each sentence. I suggest having 3-5 sentences for each team.

Cut up the sentences so you have a handful of words.

Put each sentence into hats, cups or any objects you can find, keeping each separate.

Split your class into teams of 2, 3, or 4. You can have as many teams as you want but remember to have enough sentences to go around.

Teams must now put their sentences in the correct order.

The winning team is the first team to have all sentences correctly ordered.

5. Hangman

This classic game is a favorite for all students but it can get boring quite quickly. This game is best used for 5 minutes at the start to warm the class up or 5 minutes at the end if you've got some time left over. It works no matter how many students are in the class.

How to play:

Think of a word and write the number of letters on the board using dashes to show many letters there are.

Ask students to suggest a letter. If it appears in the word, write it in all of the correct spaces. If the letter does not appear in the word, write it off to the side and begin drawing the image of a hanging man.

Continue until the students guess the word correctly (they win) or you complete the diagram (you win).

6. Pictionary

This is another game that works well with any age group; children love it because they can get creative in the classroom, teenagers love it because it doesn't feel like they're learning, and adults love it because it's a break from the monotony of learning a new language - even though they'll be learning as they play.

Pictionary can help students practice their vocabulary and it tests to see if they're remembering the words you've been teaching.

How to play:

Before the class starts, prepare a bunch of words and put them in a bag.

Split the class into teams of 2 and draw a line down the middle of the board.

Give one team member from each team a pen and ask them to choose a word from the bag.

Tell the students to draw the word as a picture on the board and encourage their team to guess the word.

The first team to shout the correct answer gets a point.

The student who has completed drawing should then nominate someone else to draw for their team.

Repeat this until all the words are gone - make sure you have enough words that each student gets to draw at least once!

7. The Mime

Miming is an excellent way for students to practice their tenses and their verbs. It's also great for teachers with minimal resources or planning time, or teachers who want to break up a longer lesson with something more interactive. It's adaptable to almost any language point that you might be focusing on.

This game works with any age group, although you will find that adults tire of this far quicker than children. To keep them engaged, relate what they will be miming to your groups' personal interests as best as possible.

How to play:

Before the class, write out some actions - like washing the dishes - and put them in a bag.

Split the class into two teams.

Bring one student from each team to the front of the class and one of them choose an action from the bag.

Have both students mime the action to their team.

The first team to shout the correct answer wins a point.

Repeat this until all students have mimed at least one action.

8. Hot Seat

This is one of my students' favorite games and is always at the top of the list when I ask them what they want to play. I have never used this while teaching ESL to adults, but I imagine it would work well.

Hot Seat allows students to build their vocabulary and encourages competition in the classroom. They are also able to practice their speaking and listening skills and it can be used for any level of learner.

How to play:

Split the class into 2 teams, or more if you have a large class.

Elect one person from each team to sit in the Hot Seat, facing the classroom with the board behind them.

Write a word on the board. One of the team members of the student in the hot seat must help the student guess the word by describing it. They have a limited amount of time and cannot say, spell or draw the word.

Continue until each team member has described a word to the student in the Hot Seat.

9. Where Shall I Go?

This game is used to test prepositions of movement and should be played after this subject has been taught in the classroom. This game is so much fun but it can be a little bit dangerous since you'll be having one student in each pair be blindfolded while the other directs them. So make sure to keep your eyes open!

It is also excellent for the adult EFL classroom, or if you're teaching teenagers.

How to play:

Before the students arrive, turn your classroom into a maze by rearranging it. It's great if you can do this outside, but otherwise push tables and chairs together and move furniture to make your maze.

When your students arrive, put them in pairs outside the classroom. Blindfold one student from each pair.

Allow pairs to enter the classroom one at a time; the blindfolded student should be led through the maze by their partner. The students must use directions such as step over, go under, go up, and go down to lead their partner to the end of the maze.

10. What's My Problem?

This is a brilliant EFL game to practice giving advice. It should be played after the 'giving advice' vocabulary lesson has taken place. It is a great way for students to see what they have remembered and what needs reviewing. This game works well with any age group, just adapt it to fit the age you're working with.

How to play:

Write ailments or problems related to your most recent lesson on post-it notes and stick one post-it note on each student's back.

The students must mingle and ask for advice from other students to solve their problem.

Students should be able to guess their problem based on the advice they get from their peers.

Use more complicated or obscure problems to make the game more interesting for older students. For lower levels and younger students, announce a category or reference a recent lesson, like "Health", to help them along.

These games will keep your students engaged and happy as they learn! Remember, these are just ten on the hundreds of different EFL games that you can plat with your students. As you get more confident in the classroom, you can start putting your own spin on games and eventually make up your own.

Whatever the age of your students, they're guaranteed to love playing EFL games in the classroom. An EFL classroom should be fun, active and challenging and these games are sure to get you heading in the right direction.
This article was originally published in October 2013; we redesigned and updated this article in May 2018.
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10 Fun ESL Games and Activities for Teaching Kids English Abroad

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Want to make your ESL classroom a more fun and educational place to be? These 10 great games will help teach your students during your time as an ESL teacher abroad.

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Have fun and learning! SCHOOL GAMES is a free educational games website for children aged 5 and over.

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First plan your activity then choose one of Web2 tools according to your activity

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You can find many games here

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Free ESL/EFL Online & Classroom Games

ESL Games World is the ultimate English learning fun lab with lots of interactive exercises for teachers and students of English. This site is brought to you free of charge by the same team that brought you the ESL-galaxy.com, englishmedialab.com and esltower.com. We are committed to making teachers' & students' lives a lot easier by providing useful free esl resources for teaching and learning English as a Foreign or Second Language.

We have no doubt that you will find this website a handy tool for your teaching and learning of English. Some of the games include: Wheel of Fortune, Snakes and Ladders, Hangman, Memory Games, Spelling Games, Slot Machine, Word Classification Exercises and a host of others.

Read and watch Games tutorials"

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ESL Powerpoint PPT Games - Fun Games on powerpoint

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ESL powerpoint games and templates, download powerpoint game templates, make vocabulary and grammar communicative exercises

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Creating interactive games with classtools.net

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How to Gamify Your Classroom in 5 Easy Steps

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Let's assume you already know the "whys" behind classroom gamification: why it works, why it's backed by research, and why so many teachers love it.

Now, let's focus on the next step: how to gamify your classroom.

While there are a range of different methods and opinions on the best ways to do it, we've performed the research and broken down five actionable steps to gamify your classroom.

Step 1: Assess your students

a) Identify Your Students' Trouble Spots

Pinpointing student trouble spots and pain points will help you determine elements to include in your gamified classroom.

For example, if you notice PowerPoint presentations disengage students, you can add interactive elements.

Similar to an open-world game or choose-your-own-adventure book, include prompts at the bottom of each slide that let students choose the next one. This allows them to influence the lesson's flow .

Most importantly, identifying student issues will put them at the forefront of your classroom gamification strategy.

b) Survey Your Class

Just as marketers survey their target markets before gamifying their products, you should survey your class to determine the best ways to engage them.

The purpose is to understand the games your students play, and guide your subsequent research into gaming. This, in turn, will help you align the gamification elements you introduce with their interests.

For example, if the majority of your students play role-playing games (RPGs) such as Pokémon, you may implement - in the form of stickers - as a reward for completing assignments. Used in RPGs to heal injuries sustained by the player's character, students could exchange one with you for extra help on assignments - or something to that effect.

By using aspects from their favourite games, you should see a favourable response to classroom gamification.

Step 2: Define Learning Goals

a) Set Learning and Behavior Goals

To gamify your classroom, deploy clearly-defined objectives in the form of learning and behavior goals that address the trouble spots and pain points you identified.

Learning goals include helping students understand concepts and develop skills.

Behavior goals involve helping students concentrate and work efficiently.

For example, you may set a learning goal to have students master a specific skill by a certain deadline. A behaviour goal may focus on empowering students to tune out classroom distractions.

Although these goals can remain private, they'll help guide your gamified teaching experience - a key to making sure you gamify your classroom effectively.

b) Structure Open Projects to Help Meet these Goals

Video games typically allow players to make choices that challenge them and suit their abilities, so consider offering choices when it comes to projects.

As long as they serve the same academic purpose - such as demonstrating knowledge of a particular topic - allow students to complete the project as a:
Presenting choices encourages students to test themselves in new ways and demonstrate their strong suits.
In doing so, you'll learn more about their distinct learning styles , which can help you structure future lessons.

Step 3: Structure the Gamified Experience

a) Adjust Your Scoring System

Many students see their marks as the most nerve-wracking part of school.

So, structuring your gamified classroom should involve modifying how you present grades, highlighting progress instead of mistakes.

On tests and assignments, you can give scores both traditionally and in the form of experience points (XP) .

You can also award XP for completing extra-curricular assignments, participating in class or anything else that demonstrates an effort to learn.

For example, if a student scores 75% on a quiz, give them 7,500 XP.

You'll add this amount to the XP they've earned throughout the year, giving them a clear reference point to see how much they've learned and accomplished.

This gamification element helps change how they look at grades - instead of going downhill from 100%, they're going uphill from zero XP.

b) Use "Stages"

Similarly, you can change how you refer to topics and units, clearly illustrating skill-building progression.

Whereas topics and units have clear implications for teachers, students may not easily see how they fit together.

On the other hand, it may be natural for students - especially gamers - to understand that to reach the next stage you have to overcome precursory challenges.
You can emphasize this by framing certain tasks as prerequisites to reach the next stage.
Unless students do homework, participate in class and complete quizzes, they won't be ready for its challenges.

Step 4: Identify Resources

a) Create a manual and organize teams

Creating and distributing an instruction manual is not only a way of gamifying a rubric or course outline, but acclimating students to classroom gamification in general.

Instruction manuals - either digital or physical - come with almost every video game. They explain how to play and progress, sometimes including tips and secrets.
Your version should contain information such as:

How stages work

The kinds of assignments that students will tackle

Your new scoring system, including the ways students can gain XP

How students can obtain rewards, and what kinds of rewards are available

It will act as a reference for students, explaining what they must do to succeed in a gamified learning environment.

b) Organize Studying and Learning Teams

Dividing students into studying or learning teams not only opens the door to group work and collaboration, but helps replicate a core element of almost any game - instant, adaptive feedback.

After a player makes a choice in a game, he or she will quickly learn if it was correct. Especially when handling a full class, you can't provide observations at the same rate.
But peer feedback can hasten the process.
Devote a brief lesson to teach students about sharing constructive criticism, encouraging them to actively give comments while working in teams.

You can provide support and insight as needed to strengthen this fast feedback loop.

Step 5: Apply Gamification Elements

a) Make Progress Visible

Displaying student progress and how much they've achieved since the start of the year is a social element of classroom gamification, promoting a sense of student community.

You can create and share a bar chart that contains each student's progress towards mastering a skill.

Whenever a student achieves a certain score on a quiz or completes homework and assignments, you can fill in his or her appropriate skill-mastery bar with the amount of XP they earned.

Because most teachers keep these charts posted on walls or boards for students to see, consider allowing them to submit code-names for themselves that suit the game's narrative. This way, your class won't know who's struggling and excelling.

But they'll still be motivated to complete their progress bars, building essential skills in the process.

b) Offer Rewards

To gamify your classroom in a way that truly engages students, you should strongly consider giving rewards.

Research shows that rewards encourage students to acknowledge their accomplishments and continue to progress.

This is a mechanic used in most modern video games - players receive trophies for completing certain tasks.

It is also a feature of the Khan Academy. The online learning resource incentivizes students by awarding points and badges as they watch videos and answer problems.

The more difficult the task and lofty the achievement, the larger the reward.

You can hand out your rewards-of-choice accordingly, giving small badges for completing an assignment and larger ones for - as an example - having perfect attendance over the course of a unit.

This hallmark element of contemporary gaming plays a key role in creating an engaging experience, continuously incentivizing and motivating students.

The Benefits: Why You Should Gamify Your Classroom

While researchers and teachers around the world have given a range of answers to this question, a great deal of them can all be boiled down into one simple sentence.

Gamification makes learning fun.

And while "making learning fun" can sound vague or cliché, research has shown that if you gamify your classroom, you can help students with issues related to:

Focus - Students who have a hard time focusing may find it easier when tackling an engaging topic.

Skill-Building - Students can shy away from building certain skills until they see the relevancy.

Content Delivery - Students may have trouble processing content presented through traditional methods, such as textbooks.

Based on the above strategies, you may have determined that the gamification of education has inherent benefits such as:

Engagement - It may seem obvious that most students would enjoy gamified exercises. A 2011 study from a South Korean university investigated this notion, measuring student engagement depending on the activity they were doing. Researchers found that gamification indeed correlates with more motivation and engagement.

Tangible Progress - Progress indicators, such as skill-mastery charts, allow your students to clearly see how much they've learned. The idea of filling one of these charts can serve as further motivation.

Increased Comfort - Take a quick poll to see how many of your students are gamers. Odds are, they would be more comfortable in a gamified environment than a classroom without any sort of differentiation.

Improved Retention - It doesn't explicitly apply to elementary education, but a popular book called Corporate Universities posits that interactive learning games can boost long-term knowledge retention rates "by up to 10 times."

Resilience to Failure - Often, players must fail before succeeding in a game. Borrowing this concept, by allowing students to re-do certain assessments, can teach that failure isn't always an end-point. Instead, it's another step in the learning process.

Near-Instant Feedback - Students should quickly correct each other's mistakes when you're not available, as long as you've taught them how to do so.

Consistent Homework Completion - Refer back to the point about tangible progress. You'll likely find that more students regularly complete homework if you award XP for it.

If you're on the fence, the benefits make a compelling case for the gamification of education.

Examples of Gamification in Education

If you want an established classroom gamification model to follow or borrow ideas from, the most robust example is Quest To Learn (Q2L).

A public school in New York, its curricula are rooted in gamification and game-based learning principles. For example, 9th grade students in biology class are workers in a fictional bio-tech company, cloning dinosaurs. There are common game-like practices across courses, too. For example, teachers refer to sub-par products as "iterations." Students typically get chances to improve these iterations, working to achieve high grades.

But if you want to gamify your classroom with ready-made examples, consider using programs such as:

Free Rice - Spanning subjects found in most curricula, this website gamifies fact fluency. And it uses an empathetic twist. For each question a player correctly answers, Free Rice donates 10 grains of the cereal to those with limited food access. Gratification is instant, and there are leaderboards to motivate competitive students.

Ribbon Hero - This Microsoft Office integration helps elementary students familiarize themselves with the software suite's features. Players must complete guided challenges within Word, Excel, OneNote or PowerPoint, continuously reaching higher levels with increasingly-complex scenarios. In doing so, they'll become proficient Office users.

World Peace Game - An engaging supplement to your interdisciplinary teaching efforts, this tabletop game is a political simulation. The goal is to free countries from dangerous political, economic and environmental situations. To extricate these countries, students group together to represent specific nations and find solutions to diverse problems.

Armed with these examples, gamifying your classroom should be a more straightforward venture.

Final Thoughts on How to Gamify Your Classroom

If you gamify your classroom, you can bring benefits such as increased motivation and engagement to your students.

Keep in mind, there's room to experiment regarding what you gamify. Just because students aren't receptive to gamified lessons, doesn't mean gamified projects will disengage them.

Ask for student feedback to hasten this process and guide your efforts.
>> Create or log into your teacher account on Prodigy - a free, adaptive math game that adjusts content to accommodate player trouble spots and learning speeds. Aligned to US and Canadian curricula, it's loved by more than 500,000 teachers and 16 million students.

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How to Gamify Your Classroom in 5 Easy Steps

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Let's assume you already know the "whys" behind classroom gamification: why it works, why it's backed by research, and why so many teachers love it. Now, let's focus on the next step: how to gamify your classroom.

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One of the e-books related to our project

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Managing Game-Based Learning in the Classroom

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Bilgilendirme-Bakanlığın yayınladığı izin belgesi

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Bilgilendirme-eTwinning Kulübü

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2017-2018 eTwinning Kulübü Faaliyet Raporu (1).docx

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YASEMİN UYSAL YATAĞAN 23 NİSAN UE ORTAOKULU

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YASEMİN UYSAL YATAĞAN 23 NİSAN UE ORTAOKULU

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QUALITY LABEL

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YASEMİN UYSAL MUĞLA YATAĞAN 23 NİSAN UE ORTAOKULU

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YASEMİN UYSAL MUĞLA YATAĞAN 23 NİSAN UE ORTAOKULU

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Bilgilendirme .?

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yasemin uysal yatağan 23 nisan ue ortaokulu

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yasemin uysal yatağan 23 nisan ue ortaokulu

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portal tanıtım

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yasemin uysal yağan 23 nisan ulusal egemenlik ortaokulu

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yasemin uysal yağan 23 nisan ulusal egemenlik ortaokulu

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portal tanıtım bilgileri

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yasemin uysal yatağan 23 nisan ulusal egemenlik ortaokulu

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yasemin uysal yatağan 23 nisan ulusal egemenlik ortaokulu

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portal tanıtım bilgileri