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      <title>Teaching Vocabulary through Gamification by KUHL Teacher</title>
      <link>https://padlet.com/cynthiakuhlman/hidv43jlfplmutya</link>
      <description>Cynthia A. Kuhlman and Arla Y. Winslow</description>
      <language>en-us</language>
      <pubDate>2020-06-14 10:19:58 UTC</pubDate>
      <lastBuildDate>2025-09-24 21:53:28 UTC</lastBuildDate>
      <webMaster>hello@padlet.com</webMaster>
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      <item>
         <title>Introduction</title>
         <author>cynthiakuhlman</author>
         <link>https://padlet.com/cynthiakuhlman/hidv43jlfplmutya/wish/625750087</link>
         <description><![CDATA[<h1>      Gamification is a powerful tool for engaging students; but it may not be precisely what you think it is; please don't confuse gamification with "edutainment  - or any electronic games that use entertainment in the service of education ... [and] tend to focus on simple game structures" (Abrams &amp; Walsh, 2014, p.49).   While some of those games can be useful tools in an elementary classroom, and we will share great examples of digital tools to help with vocabulary instruction, we want to be clear that teachers and administrators understand that the use of badging, leaderboards, and setting any assignment within a framework of an overarching story-line is gamification.   Fahdli, et al. (2020) provide a clear definition of gamification as "using game-based mechanics, aesthetics, and game-thinking to engage people, motivate action, promote laerning, and solve problems" (Kapp as quoted in Fahdli, et al., p.846).  </h1><h1>Professional Developments can provide you tools to use some day and on Monday;  we will provide you both.  We selected gamification because studies have shown students need an engaging and interactive way of learning. </h1><div><br>     It is our job to prepare students for their future.  "Students of the twenty first century are required to think flexibly, to self-reflect, solve problems and use creativity" (Demkah &amp; Bhargava, 2019, p. 170).</div><div><br><br></div>]]></description>
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         <pubDate>2020-06-14 10:27:03 UTC</pubDate>
         <guid>https://padlet.com/cynthiakuhlman/hidv43jlfplmutya/wish/625750087</guid>
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      <item>
         <title>Findings</title>
         <author>cynthiakuhlman</author>
         <link>https://padlet.com/cynthiakuhlman/hidv43jlfplmutya/wish/625751913</link>
         <description><![CDATA[<div>     Game based learning has a positive impact on student motivation and knowledge acquisition in vocabulary instruction.  Turan, et al., (2018) tell us that through improving motivation "gamification can take the quality of language learning process one step further" (p.3).  <br><br></div><div>     Traditional vocabulary instruction does not lend itself to information retention, but gamification shows promise.  <br>Demkah and Bhargava (2019) tell us that "if we teach a child basic skills through his/her strongest intelligence the s/he will have an easier time learning" (p. 171).   Goodwin, et al., (p.2019) reviews "a study of 8 and 9 year olds found vocabulary to be an area of significant weakness for poor comprehenders and showed that vocabulary was related to the ability to read exception words" (p.604).  Gamification of vocabulary instruction practices provides an alternative to traditional methods that is proven to be more effective and more engaging.  Goodwin, et. al., details this as gamificaiton "helped teachers design productive instruction and their students seemed to enjoy it" (p.615).  <br><br>     Additionally, gamified vocabulary instruction works well for most students because it allows differentiated instruction for all students including ELL and ESE.<br>Northrop and Andrei (2018) reviewed 53 apps for teaching vocabulary in classroom settings and provide tools for teachers to evaluate other apps and integrate them with positive learning outcomes (p.623).   Apps need to teach vocabulary explicitly and intentionally with multiple exposures using visuals, sentence examples, and context clues (Northrop &amp; Adrei, p.624).  We also need to be mindful of optional upgraded content that costs, whether or not students have to create accounts, which may or may not expose private information, and how online rewards/badges are handled (Northrop &amp; Adrei, p. 624).  <br><br>     Games are the vernacular of today’s students and connects their outside of school interests with in school activities.   Chien (2019) reviews how students are learning vocabulary while playing Minecraft without even realizing it - "gameplay vocabulary came from the 2,000 most frequent words" (p.14).  Therefore, this game "appears to provide an excellent learning environment for enhancing vocabulary development in NNS learners of English" (Chien, p.14).  </div>]]></description>
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         <pubDate>2020-06-14 10:29:15 UTC</pubDate>
         <guid>https://padlet.com/cynthiakuhlman/hidv43jlfplmutya/wish/625751913</guid>
      </item>
      <item>
         <title>Research Methods</title>
         <author>cynthiakuhlman</author>
         <link>https://padlet.com/cynthiakuhlman/hidv43jlfplmutya/wish/625753277</link>
         <description><![CDATA[<div>          Many of the reports we found deal with college aged and middle school students; though we are more interested in elementary students, these older student studies did provide valuable information for our research.  Fadhli, et al. (2020) conducted a meta-analysis of multiple studies of children aged 6-10 and found that "gamification method can improve children's cognitive, skills, attitude, language, health, and social-emotional abilities" (p. 845-852).  <br><br></div><div>    Studies included private and public schools in many countries around the world.   <br><br></div><div>   Studies included qualitative and quantitative results.  <br><br></div><div><br></div>]]></description>
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         <pubDate>2020-06-14 10:30:48 UTC</pubDate>
         <guid>https://padlet.com/cynthiakuhlman/hidv43jlfplmutya/wish/625753277</guid>
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      <item>
         <title>Connection to Participatory Culture</title>
         <author>cynthiakuhlman</author>
         <link>https://padlet.com/cynthiakuhlman/hidv43jlfplmutya/wish/625753822</link>
         <description><![CDATA[<div>          Gamification allows students to choose their path or quest which provides them  ownership of their learning.   Demkah and Bhargava (2019) explained "emotions derived from games can help to create a positive link and allows deeper processing that reinforces neural pathways" (p.170). "Gamification of curriculum affords students opportunities to use technology to communicate and collaborate within both traditional and online environments." (Kingsley &amp; Grabner-Hagen, 2015, p. 11).<br><br></div><div>      Students can also use creative technology tools to demonstrate their learning.  <br>Demkah and Bhargava (2019) explained students "behaved less like students but more like IT specialists or scientists, solving a real problems effortlessly, in collaboration with their peers and enjoying the task assigned to them" (p.173).<br><br></div><div>      The badging and avatar personalization provide positive competition and a taste of publishing their own media.   Good producers of technology become better educated consumers of technology.  Demkah and Bhargava (2019) further explained "students could self-regulate their learning. Students picked what activities to complete based on skill, knowledge, interest, and time"  (p. 7).<br><br></div>]]></description>
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         <pubDate>2020-06-14 10:31:32 UTC</pubDate>
         <guid>https://padlet.com/cynthiakuhlman/hidv43jlfplmutya/wish/625753822</guid>
      </item>
      <item>
         <title>Implications for Instructional Practice and Research </title>
         <author>cynthiakuhlman</author>
         <link>https://padlet.com/cynthiakuhlman/hidv43jlfplmutya/wish/625755621</link>
         <description><![CDATA[<div>        Research indicates that gamification can improve vocabulary knowledge; teachers can scaffold instruction to meet student’s levels, thus freeing up extra instructional time to focus on small group teaching.  It allows for "vocabulary items [to] move beyond just assessing whether a word's meaning is known to considering meaning knowledge as it relates to difference concepts, ranges of meanings, and word relations" (p. 605).<br><br>      Abrams and Walsh (2014) tell us of a challenge within Vocabulary.com; we provided the link above.  This allows a student to create their own study list and expand specific, required vocabulary that provides a path to cognitive mastery and instant feedback that provides fun (p.50-51).  One great feature is that it allows the student to use both in context and out of context parameters (Abrams &amp; Walsh, p.52).  This study showed both in classroom uses and a after-school vocabulary building club; both used collaborative challenges and competition to fuel student engagement.  Students particularly liked that they could control their word lists and that "contemporary innovations and analytics presented students ... the ability to learn from their mistakes" (p.56).  <br><br>     Further research could study how gamification can be more closely aligned to standards and enhance language attainment.  The news this week tells of doctors prescribing a video game to treat ADHD.  <br><br></div><div>     Another topic for further research might be what connection can be made through gamified vocabulary instruction to improve student comprehension?<br><br></div>]]></description>
         <enclosure url="https://help.vocabulary.com/hc/en-us/articles/213743218-Introduction-to-The-Challenge" />
         <pubDate>2020-06-14 10:33:27 UTC</pubDate>
         <guid>https://padlet.com/cynthiakuhlman/hidv43jlfplmutya/wish/625755621</guid>
      </item>
      <item>
         <title>Suggestion for Professional Development</title>
         <author>cynthiakuhlman</author>
         <link>https://padlet.com/cynthiakuhlman/hidv43jlfplmutya/wish/625757247</link>
         <description><![CDATA[<div>a. Introduce gamification for vocabulary instruction in a live PD session and provide list of sites for them to use.  Provide ongoing support and encouragement.  <br>S6: Kinsley and Grabner-Hagen (2015) discovered in order for "new literacy to be considered new, it must be embedded within authentic situations and used to promote 21st-century  student outcomes" pg.4<br>S9: Weissheimer et al. (2019) "words have to be manipulated and held in working memory before they can have a chance of entering long-term memory" (p. 1139).</div>]]></description>
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         <pubDate>2020-06-14 10:35:28 UTC</pubDate>
         <guid>https://padlet.com/cynthiakuhlman/hidv43jlfplmutya/wish/625757247</guid>
      </item>
      <item>
         <title>Conclusion</title>
         <author>cynthiakuhlman</author>
         <link>https://padlet.com/cynthiakuhlman/hidv43jlfplmutya/wish/625757547</link>
         <description><![CDATA[<div>     Gamification is the future of education and can support both students and teachers.  A meta-analysis of 24 studies shows that gamification "positively effects motivational affordance, psychological, and beahvioral outcomes" (Fadhli, et.al., 2020, p.851).  <br><br>S5: Kapp (2012) argues that "games allow the liberty to think outside of normal parameters, to add a little bit of fantasy or surrealism, and to force people to think in different ways" (p.170).<br><br>S2 Abrams and Walsh (2014) remind us of key features of a successful vocabulary learning game - "control, competence, appropriate challenges, immediate experiences, and clear feedback - were all part of their overall playing, and learning experience (p.56).  </div><div> <br><br></div>]]></description>
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         <pubDate>2020-06-14 10:35:51 UTC</pubDate>
         <guid>https://padlet.com/cynthiakuhlman/hidv43jlfplmutya/wish/625757547</guid>
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      <item>
         <title>References</title>
         <author>cynthiakuhlman</author>
         <link>https://padlet.com/cynthiakuhlman/hidv43jlfplmutya/wish/625758152</link>
         <description><![CDATA[]]></description>
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         <pubDate>2020-06-14 10:36:39 UTC</pubDate>
         <guid>https://padlet.com/cynthiakuhlman/hidv43jlfplmutya/wish/625758152</guid>
      </item>
      <item>
         <title>Science Simulations Gamified</title>
         <author>cynthiakuhlman</author>
         <link>https://padlet.com/cynthiakuhlman/hidv43jlfplmutya/wish/629287988</link>
         <description><![CDATA[<div>Science teachers can attach levels and badging to interactive online simulations and create a hands-on learning approach to science vocabulary with no expense or mess.  </div>]]></description>
         <enclosure url="https://phet.colorado.edu/en/simulations" />
         <pubDate>2020-06-16 17:01:50 UTC</pubDate>
         <guid>https://padlet.com/cynthiakuhlman/hidv43jlfplmutya/wish/629287988</guid>
      </item>
      <item>
         <title>Apps with High Interactivity</title>
         <author>cynthiakuhlman</author>
         <link>https://padlet.com/cynthiakuhlman/hidv43jlfplmutya/wish/629355405</link>
         <description><![CDATA[<div>       Northrop and Adrei (2018) tells of World's Worst Pet - a free vocabulary app geared towards younger learners as  "one app with high interactivity and built-in multiple exposure to vocabulary words" (p.628).</div>]]></description>
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         <pubDate>2020-06-16 17:49:59 UTC</pubDate>
         <guid>https://padlet.com/cynthiakuhlman/hidv43jlfplmutya/wish/629355405</guid>
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      <item>
         <title>Meme Me!</title>
         <author>cynthiakuhlman</author>
         <link>https://padlet.com/cynthiakuhlman/hidv43jlfplmutya/wish/629366344</link>
         <description><![CDATA[<div>       Tinytool.com requires no student login but provides an easy way for students to connect a visual image with a word meaning.  </div>]]></description>
         <enclosure url="https://www.toonytool.com/" />
         <pubDate>2020-06-16 17:58:14 UTC</pubDate>
         <guid>https://padlet.com/cynthiakuhlman/hidv43jlfplmutya/wish/629366344</guid>
      </item>
      <item>
         <title>Reduce Test Anxiety</title>
         <author>cynthiakuhlman</author>
         <link>https://padlet.com/cynthiakuhlman/hidv43jlfplmutya/wish/629373172</link>
         <description><![CDATA[<div>       Pitoyo (2019) studied how using gamification through Quizizz to teach vocabulary to students also provided reduced text anxiety.   He considered the impact to the student that uses Quizizz regularly as a formative assessment on the typical anxiety that accommodates many high stakes summative assessments.    This is  a multiplayer, student paced game that students were allowed to play on their own devices.  Students can select from pre-made quizzes or create their own.   Students enjoyed the game-like atmosphere and acknowledge that that prompted them to play more, which in turn improved their word knowledge, thus their confidence in their probably test results resulting in decreased test anxiety (Pitoyo, p.464).  Students particularly liked game elements including:  the meme interactions, and the leader board (Pitoyo, p.465-466).  </div>]]></description>
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         <pubDate>2020-06-16 18:03:27 UTC</pubDate>
         <guid>https://padlet.com/cynthiakuhlman/hidv43jlfplmutya/wish/629373172</guid>
      </item>
      <item>
         <title>Try These Out</title>
         <author>cynthiakuhlman</author>
         <link>https://padlet.com/cynthiakuhlman/hidv43jlfplmutya/wish/629473557</link>
         <description><![CDATA[<div>Classcraft, Classbadges, or create a quest on your own - find a digital breakout room or puzzle.  Go to ISTE.org for many great ideas.  <br><br><a href="https://www.iste.org/explore/In-the-classroom/5-ways-to-gamify-your-classroom">https://www.iste.org/explore/In-the-classroom/5-ways-to-gamify-your-classroom</a></div>]]></description>
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         <pubDate>2020-06-16 19:20:52 UTC</pubDate>
         <guid>https://padlet.com/cynthiakuhlman/hidv43jlfplmutya/wish/629473557</guid>
      </item>
      <item>
         <title>Students Creatively Demonstrating Learning</title>
         <author>cynthiakuhlman</author>
         <link>https://padlet.com/cynthiakuhlman/hidv43jlfplmutya/wish/630476507</link>
         <description><![CDATA[<div>       Chatterpix is available on Apple and Android products.  Students simply snap a picture, draw a line for the mouth, record their own voice, and make anything talk to add fun and engagement to students presenting learned information.  Puppetmaster is another great ap for students to use - they can draw or create a 3D pupped or use their personal bitmoji as their likeness.  Students can manipulate the screen for movement or can have the device track and mimic their movements. https://www.shmonster.com/puppetmaster/</div>]]></description>
         <enclosure url="https://play.google.com/store/apps/details?id=com.duckduckmoosedesign.cpkids&amp;hl=en_US" />
         <pubDate>2020-06-17 12:39:37 UTC</pubDate>
         <guid>https://padlet.com/cynthiakuhlman/hidv43jlfplmutya/wish/630476507</guid>
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      <item>
         <title>ThingLink on Gamification</title>
         <author>cynthiakuhlman</author>
         <link>https://padlet.com/cynthiakuhlman/hidv43jlfplmutya/wish/630483858</link>
         <description><![CDATA[<div>This is a presentation on gamification that we created for another class that offers many other resources.  </div>]]></description>
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         <pubDate>2020-06-17 12:45:13 UTC</pubDate>
         <guid>https://padlet.com/cynthiakuhlman/hidv43jlfplmutya/wish/630483858</guid>
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      <item>
         <title>Applications to E-Learning</title>
         <author>cynthiakuhlman</author>
         <link>https://padlet.com/cynthiakuhlman/hidv43jlfplmutya/wish/630585156</link>
         <description><![CDATA[]]></description>
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         <pubDate>2020-06-17 13:51:30 UTC</pubDate>
         <guid>https://padlet.com/cynthiakuhlman/hidv43jlfplmutya/wish/630585156</guid>
      </item>
      <item>
         <title>Pinterest as a Resource</title>
         <author>cynthiakuhlman</author>
         <link>https://padlet.com/cynthiakuhlman/hidv43jlfplmutya/wish/632120366</link>
         <description><![CDATA[<div>Feel free to follow boards on Pinterest that support this type of educational climate:<br><br>Gamification, STREAM into our KUHL Space, Presented (aka Gifted), School Daze, and 5th Grade Science Adventure are boards on Pinterest that offer some great resources.  </div>]]></description>
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         <pubDate>2020-06-18 13:12:48 UTC</pubDate>
         <guid>https://padlet.com/cynthiakuhlman/hidv43jlfplmutya/wish/632120366</guid>
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      <item>
         <title>More Findings </title>
         <author>cynthiakuhlman</author>
         <link>https://padlet.com/cynthiakuhlman/hidv43jlfplmutya/wish/632135706</link>
         <description><![CDATA[<div>Fadhli  et al. (2020) tell us that their review of 24 studies "positively effects motivational affordances, psychological and behavioral outcomes" (p.851).   Goodwin et al. (2019) reviewed Monster, P.I., a vocabulary game that teaches morphology, syntax, and vocabulary and produces "reliable and valid scores" (p.608).  Kingsley and Hagin (2015) used open ended questions and quoted some interesting student responses - "most other classes go in one straight line [whereas in this game]  you do different things but end up with the same results" (p.12).  <br><br>        Turan (2018) used 25 six point questions to evaluate student motivation on vocabulary instruction through gamification; they conclude with "students' vocabulary learning motivation was positive when gamification strategies and gamification tools were employed" (n.p.).  <br><br>      Demkah  and Bhargava (2019) state that "it is a fact that digital revolution seems to be shaping the desitny of almost all human activities ... teachers will have to align their curricula to learns' reality" (p.173).  </div>]]></description>
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         <pubDate>2020-06-18 13:21:58 UTC</pubDate>
         <guid>https://padlet.com/cynthiakuhlman/hidv43jlfplmutya/wish/632135706</guid>
      </item>
      <item>
         <title>Potential Drawbacks</title>
         <author>arlawinslow</author>
         <link>https://padlet.com/cynthiakuhlman/hidv43jlfplmutya/wish/632222340</link>
         <description><![CDATA[<div>      Weissheimer et al (2019) found that gamification consumes significant class time, students were burdened by difficult vocabulary words, and often times the same word was used excessively (p.1153).<br>      In other studies completed by different groups it was stated "experimental designs used to evaluate games need to be more rigorous" (Fadhli, 2019, p.847). There is also the concern that the "apps do not allow the teacher to control the words the student is working with and do not record student progress, provide explicit instruction in word meanings, provide multiple exposure to new vocabulary in a variety of contexts, and has little content" (Northrop &amp; Andrei, 2018, p.628).</div>]]></description>
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         <pubDate>2020-06-18 14:14:28 UTC</pubDate>
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