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      <title>Personal reflection: The relevance and practicality of gamification  by Feona Albert</title>
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      <pubDate>2018-02-01 13:30:22 UTC</pubDate>
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         <author>aafeona</author>
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         <description><![CDATA[<div><strong>The relevance of gamification in my language classroom.</strong></div><div><br></div><ul><li>Learning should be fun and to I might use "kahoot" to monitor students' performance or progress. </li></ul><div><br></div><ul><li>Game  mechanics such as badges, levels , and points motivate students to learn.</li></ul><div><br></div><ul><li>Creating  an alternative platform for students to learn language through the use of games mechanics which are familiar to them. </li></ul><div><br></div><ul><li>Gamification in language classroom provides a new way to connect and motivate my students to learn. </li></ul><div><br></div><div><br><br></div><div><br></div><div><br><br></div>]]></description>
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         <pubDate>2018-02-01 13:30:23 UTC</pubDate>
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         <title></title>
         <author>aafeona</author>
         <link>https://padlet.com/aafeona/l7t7pms48l58/wish/227047645</link>
         <description><![CDATA[<div><strong>Practicality of gamification</strong> </div><div><br></div><ul><li>Learning requires retention over time and gamification allows students to memorise, recall, associate, and apply the concepts that they have learnt. </li></ul><div><br></div><ul><li>A quick warm-up activities </li></ul><div><br></div><ul><li>A quick method to check for full participation.</li></ul><div><br></div><ul><li>I can use it as  a tool to test comprehension and check for misunderstanding. </li></ul><div><br></div><ul><li>I can obtain immediate response from their test scores. </li></ul><div><br></div><ul><li>I can provide timely feedback and revisit certain concept based on my students' performance. </li></ul><div><br></div><ul><li>Stepping outside the traditional teaching by telling.</li></ul><div><br></div><ul><li>Allows students to learn at their own pace or level and they are able to track their own progress. </li></ul><div><br></div><div><br></div><div><br></div><div><br></div>]]></description>
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         <pubDate>2018-02-01 14:23:42 UTC</pubDate>
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         <title>Limitation</title>
         <author>aafeona</author>
         <link>https://padlet.com/aafeona/l7t7pms48l58/wish/227047736</link>
         <description><![CDATA[<div>As in traditional teaching, there would be some limitations of incorporating gamification in my language classroom.  Some of the detrimental factors are: <br><br></div><ul><li>Inaccessibility  of the game-based learning platform due to no or limited internet access. </li></ul><div><br></div><ul><li>Limited time  and knowledge in preparing gamification activities.</li></ul><div><br></div><ul><li> I have to explore other learning platform in order to  sustain students' interest. </li></ul><div><br></div><ul><li>I may not be able to make it as engaging as it should be.</li></ul><div><br></div><ul><li>How do I make it work for those who do not own a smartphone or a laptop?  </li></ul><div><br></div><div><br></div>]]></description>
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         <pubDate>2018-02-01 14:23:50 UTC</pubDate>
         <guid>https://padlet.com/aafeona/l7t7pms48l58/wish/227047736</guid>
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         <title></title>
         <author>aafeona</author>
         <link>https://padlet.com/aafeona/l7t7pms48l58/wish/227047831</link>
         <description><![CDATA[<div><strong>Will it work for me (and my students)?<br></strong>I will give it a try in my own classroom and learn to look at gamification as a tool to support learning. </div>]]></description>
         <enclosure url="" />
         <pubDate>2018-02-01 14:23:57 UTC</pubDate>
         <guid>https://padlet.com/aafeona/l7t7pms48l58/wish/227047831</guid>
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